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Vectorworks, Inc Employee
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  1. Yeah, he managed to see it working. It was a question of cleaning his user folder, and he was able to see the content. From what I see in your reply, yes if you have a custom workspace that is not based on Landmark or Designer, you'll have to add the Laubwerk tool manually.
  2. @zoomer Vectorworks will recognize Laubwerk catalogs that were installed separately. It also allows you to select an additional folder to be searched for laubwerk Catalog (a menu under the three dots at the top right corner of the Laubwerk Plant Catalog dialog) As for the missing thumbnails, we'll check what's going on, they should show up even though the plants are located outside Vectorworks.
  3. @Oaktown The full content is automatically included if your license contains the Landmark product. Any other product will get those 5 default plants. The Design Suit contains Landmark, and should list you the entire content. Can you make sure the about box states Design Suit? If so, then you can try deleting the cache at "<user folder>\Vectorworks\2023\Plug-ins\Data\Laubwerk" and use the Laubwerk tool again. if you still cannot see the full content, please send me an email at vstanev@vectorworks.net
  4. yes, i already added it. only auto generation doesn't happen often, so i had to add it manually for now.
  5. this is auto generated page, but I can edit it until it gets regenerated.
  6. @Pat Stanford we use the C++ STL regex, specifically the ECMAScript syntax: https://www.cplusplus.com/reference/regex/ECMAScript/?kw=ECMAScript
  7. Here is a little random information on textures and images. Textures can be taken from the shaders: https://developer.vectorworks.net/index.php/SDK:Using_Shader_Records&nbsp; As for the images itself, there is a class VWFC::VWObjects::VWBitmapObj but I’m not sure how useful it is. I would rather look into VCOM interface VectorWorks::Imaging::ICompressedImage for example. See the others in this namespace They are located in the SDK, and automatically/should be included in your project: \SDKLib\Include\Interfaces\VectorWorks\Imaging You can use it like this: using namespace VectorWorks::Imaging; ICompressedImagePtr image( IID_CompressedImage ); // create an instance Image->CreateFromObject( h );
  8. @Cachino King It looks like you need to you use the ISDK function: gSDK->TesselateObject It will give you the faces and texture mapping of the object you provide. Essentially, it's like rendering the object, only it renders into a callback. Send me an email to vstanev@vectorworks.net and I can send you some code snippets.
  9. Hi @Richard1, Can you elaborate a little bit more? Are you not able to debug your plugin with xcode? This is possible, and many third-party devs do it. Could it be that you have the 'Debug executable' option on? If that doesn't work, what's your setup? what do you see when you try to debug?
  10. Hi @Tobias Kern, There is one major thing about the difference between Worksheets and Data Tag. The Data Tag is associated and reports data of one object. It does allow access to Worksheet functions but only the ones that are related to a single object. This means that you cannot query or work other objects in the drawing. So, when we talk about using Worksheet functions in the Data Tag, this only means the ones that extract information from one object only, e.i. non-criteria based functions. Worksheets can work in two modes: 1. A regular cell, which you use Worksheet functions with criteria. This is a mode where the functions will extract information from the entire drawing. 2. A Database cell, which uses non-criteria functions, because the objects are determined by the DB criteria. Now, worksheets cannot mix #1 and #2 in one cell. This means that you cannot use criteria-functions in a DB row context. But you can have a cell combining different cells by logic. The Data Tag does not support #1 at all. However, I understand the need, and it would make it a great improvement in the future. For now, you have to use a Worksheet to achieve such reporting. Regards, Vlado
  11. This is a unique identifier, used to uniquely represent an interface, or implementation of an interface. You can generate unique identifiers for your plugins, here is some information on how: https://developer.vectorworks.net/index.php/SDK:Generate_UUID_for_Extensions The SDK is an API that accesses the Vectorworks model. I guess you should familiarize yourself with the Vectorworks model: https://developer.vectorworks.net/index.php/SDK:The_Vectorworks_Environment Then look at the VWFC::VWObjects namespace, and you'll see wrapper classes for the various types in the model.
  12. Hi @Myke it is possible to make C# plugins, but that is connected with having to build your own bridge between C++ and C# as all of the Vectorworks SDK is in C++. I'm afraid it wont be as simple as loading DLL. I mean it could be, but you'll have to create your DLL to load in the C# environment. Again, it's not impossible, but it might require more work in C++ that anticipated. Also, I'm not sure how C# would work on the Mac, if there is a requirement to work on the Mac. Depending on the complexity on your project, it might be better to stick with C++. But if it is complicated, it might worth it to build your own C++/C# transition layer.
  13. @Myke here you can find a self contained example, that is completely setup, and you can just compile and debug without any setup: https://github.com/VectorworksDeveloper/SDKExamples It has win and mac projects, that you can use as a base for your work. Just make sure you change all UUIDs.
  14. @hollister design Studio @lgoodkind We have reverted the old behaviour, and you will see the change in the upcoming SP2 release in couple of weeks. FYI. The change was made to reduce confusion when attributes are set to hatch together with hatch joint pattern, in which you get two hatches on top of each other. Making even more confusion is not a good solution, se we reverted it to think of a better approach to solve the original problem. Thank you for reporting this.
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