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If (currentCL:=Active;) mean that a certain object you make will be the current class selected, what is the script that makes an object to a certain class. 

 

Is because I have a script that makes frames , when it always makes them It always uses the current class (activated) I wanted to chose the class that I made which is Aluminum . 

To represent metal .

 

Thanks  

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NameClass('classname');

will make that class active.

http://developer.vectorworks.net/index.php/VS:NameClass

You might want to add PushAttrs; at the beginning of the script and PopAttrs; at the end to avoid changing the active class.

 

 

sClassName := GetClass(ObjH);

Will get you the classname of the current object.

http://developer.vectorworks.net/index.php/VS:GetClass

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The FillBack, FillFore, etc. are setting the defaults for the document. Any new object drawn will use those attributes.

 

It sounds like you actually want to set all of the attributes to be ByClass so that when you change the class of the object the attributes will change also.

 

Check out the SetLSByClass (and all of the other ByClass functions) to set the attributes by class. If you use the offline function reference, you have the option to "View By Class" at the upper left. Then check out the section title Object Attributes to see all of the functions that can be used to set object attributes.

 

The off-line function reference is in the VW application folder  VWHelp:Script Reference:ScriptFunctionReference.html

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Procedure Flat;

VAR
 TF :BOOLEAN;
 i,k,COUNT :INTEGER;
 cRed,cGrn,cBlu :LONGINT;
 BMW,BMH,BMWperim,BMHperim,CMW,CML,CMH,TEMP,TEMPX,TEMPY,CTX,CTY,SJUMP,TJUMPSEAM,TJUMP,NXTOGGLE,NXTOGGLESEAM,RUNNINGFT,TOTALAREA,SMW,SMH,SOverAllW :REAL;
 ObjName,CMCLASS,CurrentCL :STRING;
 JUMP :POINT;
 ObjH,RecH,WallH,THandle,TempH :HANDLE;
 SHandle : ARRAY[1..501] OF HANDLE;

BEGIN {MOTHER PROG}
PushAttrs;
TF:=GetCustomObjectInfo(ObjName,ObjH,RecH,WallH);
CurrentCl:=ActiveClass;

FillBack(256);
FillFore(257);
FillPat(1);
PenPatN(2);
PenSize(6);
PenBack(256);
PenFore(257);
PenPatN(2);

                                { Visabilities set based on screen type }

IF PBuildMat = 'Custom' THEN BEGIN
  SetParameterVisibility(ObjH,'CustBMW',True);
  SetParameterVisibility(ObjH,'CustBMH',True);
  END
  ELSE BEGIN
  SetParameterVisibility(ObjH,'CustBMW',False);
  SetParameterVisibility(ObjH,'CustBMH',False);
  END;

IF PCoverMat = 'Custom' THEN BEGIN
  SetParameterVisibility(ObjH,'CustCoverMatW',True);
  SetParameterVisibility(ObjH,'CustCoverMatL',True);
  SetParameterVisibility(ObjH,'CustCoverMatH',True);
  END
  ELSE BEGIN
  SetParameterVisibility(ObjH,'CustCoverMatW',False);
  SetParameterVisibility(ObjH,'CustCoverMatL',False);
  SetParameterVisibility(ObjH,'CustCoverMatH',False);
  END;

IF PBuildMat = 'wood 1 x 3' THEN BEGIN        BMW:=2.625";    BMH:=.75"; END;
IF PBuildMat = 'poplar 1 x 3' THEN BEGIN    BMW:=2.625";    BMH:=.75"; END;
IF PBuildMat = 'plywood 1 x 3' THEN BEGIN    BMW:=2.625";    BMH:=.78125"; END;
IF PBuildMat = 'wood 1 x 4' THEN BEGIN        BMW:=3.5";        BMH:=.75"; END;
IF PBuildMat = 'wood 2 x 4' THEN BEGIN        BMW:=3.5";        BMH:=1.5"; END;
IF PBuildMat = 'metal 1 x 1' THEN BEGIN        BMW:=1";        BMH:=1"; END;
IF PBuildMat = 'metal 1.25 x 1.25' THEN BEGIN    BMW:=1.25";        BMH:=1.25"; END;
IF PBuildMat = 'metal 1.25 x 2.5' THEN BEGIN    BMW:=2.5";        BMH:=1.25"; END;
IF PBuildMat = 'Custom' THEN BEGIN            BMW:=PCustBMW;    BMH:=PCustBMH; END;
IF PBuildMatO = 'Laying down' THEN BEGIN BMWperim:=BMW; BMHperim:=BMH; END
  ELSE BEGIN BMWperim:=BMH; BMHperim:=BMW; END;
IF (PBuildMat = 'wood 1 x 3')|(PBuildMat = 'wood 1 x 4')|(PBuildMat = 'wood 2 x 4') THEN BEGIN
            FillFore(46529,34664,22800); {0=black}
            FillBack(46529,34664,22800); {65535=white} END
ELSE BEGIN
            FillFore(52428,52428,52428); {0=black}
            FillBack(52428,52428,52428); {65535=white} END;

IF PBuildCorner = 'Standard flat construction' THEN BEGIN        CTX:=0;        CTY:=0; END;
IF PBuildCorner = 'Toggles & Rails same dimension' THEN BEGIN    CTX:=BMWperim;    CTY:=BMWperim; END;
IF PBuildCorner = 'Mitered corners' THEN BEGIN                    CTX:=BMWperim;    CTY:=0; END;

IF PCoverMat = 'None' THEN BEGIN
    CMW:=PFlatW;    CML:=PFlatH;    CMH:=0;
    END;
IF PCoverMat = 'Luan 4''x8''' THEN BEGIN
    CMW:=4';        CML:=8';        CMH:=.1875";
    CMCLASS:='PP- Scenic Flat Covering LUAN';
    cRed:=36175;    cGrn:=26213;    cBlu:=16253;
    END;
IF PCoverMat = 'Luan 4''x10''' THEN BEGIN
    CMW:=4';        CML:=10';        CMH:=.1875";
    CMCLASS:='PP- Scenic Flat Covering LUAN';
    cRed:=36175;    cGrn:=26213;    cBlu:=16253;
    END;
IF PCoverMat = 'Luan covering' THEN BEGIN
    CMW:=PFlatW;    CML:=PFlatH;    CMH:=.1875";
    CMCLASS:='PP- Scenic Flat Covering LUAN';
    cRed:=36175;    cGrn:=26213;    cBlu:=16253;
    END;
IF PCoverMat = 'Fabric covering' THEN BEGIN
    CMW:=PFlatW;    CML:=PFlatH;    CMH:=.0625";
    CMCLASS:='PP- Scenic Flat Covering FABRIC';
    cRed:=65535;    cGrn:=65535;    cBlu:=65535;
    END;
IF PCoverMat = 'Custom' THEN BEGIN
    CMW:=PCustCoverMatW;    CML:=PCustCoverMatL;    CMH:=PCustCoverMatH;
    CMCLASS:='PP- Scenic Flat Covering CUSTOM';
    cRed:=65535;    cGrn:=65535;    cBlu:=65535;
    END;
IF (PCoverMat = 'Custom') & (CMW>PFlatW) THEN CMW:=PFlatW;
IF (PCoverMat = 'Custom') & (CML>PFlatH) THEN CML:=PFlatH;

            { C R E A T I N G   T H E   C L A S S   F O R   T H E   C O V E R I N G   M A T E R I A L }
k:=1;
TF:=True;
WHILE k<=ClassNum DO BEGIN
  IF ClassList(k)=CMClASS THEN TF:=False;
  k:=k+1;
END;
IF TF=True THEN BEGIN
  NameClass(CMClass);
  SetClLSN(CMClass,2);                        {Line style}
  SetClPenFore(CMClass,0,0,0);                {Pen fore color}
  SetClPenBack(CMClass,0,0,0);                {Pen back color}
  SetClFPat(CMClass,2);                        {Fill pattern}
  SetClFillFore(CMClass,cRed,cGrn,cBlu);    {Fill fore color}
  SetClFillBack(CMClass,cRed,cGrn,cBlu);    {Fill back color}
  SetClUseGraphic(CMClass,TRUE);            {Use gfx attri at creation}
  SetClLW(CMClass,180mm);                    {Line weight}
END;
NameClass(CurrentCL);

IF CMW >= PFlatW THEN BEGIN
  SetParameterVisibility(ObjH,'SSpac',True);
  SetParameterVisibility(ObjH,'SSpacMax',True);
  END
  ELSE BEGIN
  SetParameterVisibility(ObjH,'SSpac',False);
  SetParameterVisibility(ObjH,'SSpacMax',False);
  END;

ClosePoly;
BeginXtrd(0,-BMHperim);
  {BOTTOM RAIL}    Poly(0+CTY,0,                PFlatW-CTY,0,            PFLATW-CTX,BMWperim,                        0+CTX,BMWperim);
  {TOP RAIL}    Poly(0+CTY,PFlatH,            PFlatW-CTY,PFlatH,        PFLATW-CTX,PFlatH-BMWperim,                    0+CTX,PFlatH-BMWperim);
  {LEFT STILE}    Poly(0,BMWperim-CTX,        0,PFlatH-BMWperim+CTX,    BMWperim,PFlatH-BMWperim+CTY,                BMWperim,BMWperim-CTY);
  {RIGHT STILE}    Poly(PFlatW,BMWperim-CTX,    PFlatW,PFlatH-BMWperim+CTX,    PFlatW-BMWperim,PFlatH-BMWperim+CTY,    PFlatW-BMWperim,BMWperim-CTY);
EndXtrd;
RUNNINGFT:=2*((PFlatW-CTY)-(0+CTY))+2*((PFlatH-BMWperim+CTX)-(BMWperim-CTX));

                { D R A W I N G  T H E   I N T E R I O R   S T I L E S }

IF PStileStyle <> 'Laying down' THEN BEGIN SMW:=BMH; SMH:=BMW; END ELSE BEGIN SMW:=BMW; SMH:=BMH; END;
IF PStileStyle = 'Standing up - double' THEN SOverAllW:=SMW*2 ELSE SOverAllW:=SMW;
IF CMW < PFlatW THEN SJUMP:=CMW ELSE        {Stile spacing is based on Cover Material width}
  IF PSSpac = 'Evenly' THEN 
    IF Round(PFlatW/PSSpacMax)=(PFlatW/PSSpacMax) THEN SJUMP:=PFlatW/(PFlatW/PSSpacMax) ELSE SJUMP:=PFlatW/(Trunc(PFlatW/PSSpacMax)+1)
  ELSE SJUMP:= PSSpacMax;
JUMP.x:=SJUMP;
i:=0;
WHILE JUMP.x<PFlatW DO BEGIN
  IF (JUMP.x+(.5*SOverAllW)) > (PFlatW-BMWperim) THEN JUMP.x:=PFlatW-BMWperim-(.5*SOverAllW);

  IF PStileStyle = 'Standing up - double' THEN BEGIN            {   CREATING A DOUBLE STILE   }
      BeginXtrd(0,-SMH);
        {INTERNAL STILE1}    Poly(Jump.x-(SMW),BMWperim,    Jump.x-(SMW),PFlatH-BMWperim,    Jump.x,PFlatH-BMWperim,    Jump.x,BMWperim);
      EndXtrd;
      i:=i+1;
      SHandle:=LNewObj;
      BeginXtrd(0,-SMH);
        {INTERNAL STILE2}    Poly(Jump.x,BMWperim,    Jump.x,PFlatH-BMWperim,    Jump.x+(SMW),PFlatH-BMWperim,    Jump.x+(SMW),BMWperim);
      EndXtrd;
      i:=i+1;
      SHandle:=LNewObj;
      RUNNINGFT:=RUNNINGFT+(PFlatH-BMWperim*2)*2;
    END
    ELSE BEGIN                                                    {   CREATING A SINGLE STILE   }
      BeginXtrd(0,-SMH);
        {INTERNAL STILE}    Poly(Jump.x-(.5*SMW),BMWperim,    Jump.x-(.5*SMW),PFlatH-BMWperim,    Jump.x+(.5*SMW),PFlatH-BMWperim,    Jump.x+(.5*SMW),BMWperim);
      EndXtrd;
      RUNNINGFT:=RUNNINGFT+(PFlatH-BMWperim*2);
      i:=i+1;
      SHandle:=LNewObj;
    END;
  JUMP.x:=JUMP.x+SJUMP;
  END;
                { D R A W I N G  T H E   T O G G L E S }

IF CML <= PFLATH THEN TJUMPSEAM:=CML ELSE TJUMPSEAM:=PFLATH;
IF PTSpac = 'Evenly' THEN 
    IF Round(TJUMPSEAM/PTSpacMax)=(TJUMPSEAM/PTSpacMax) THEN TJUMP:=PTSpacMax ELSE TJUMP:=TJUMPSEAM/(Trunc(TJUMPSEAM/PTSpacMax)+1)
  ELSE TJUMP:= PTSpacMax;

BeginXtrd(0,-BMHperim);
  {TOGGLE}    Poly(BMWperim,BMWperim,    PFlatW-BMWperim,BMWperim,    PFlatW-BMWperim,2*BMWperim,    BMWperim,2*BMWperim);
EndXtrd;
THandle:=LNewObj;

FOR Count:=i DOWNTO 1 DO BEGIN
  DSelectAll;
  SetSelect(SHandle[Count]);
  DUPLICATE(0,0);
  TEMP:=SUBTRACTSOLID(THandle,SHandle[Count],THandle);
  END;

Move3DObj(THandle,0,-1.5*BMWperim,0);
IF TJump<=TJumpseam-BMWperim*1.5 THEN Jump.y:=TJump ELSE Jump.y:=TJumpseam;
NXTOGGLE:=TJump;
NXTOGGLESEAM:=TJumpseam;
Temp:=0;

WHILE Jump.y<=(PFlatH-BMWperim*1.5) DO BEGIN
  IF Jump.y=NXTOGGLE THEN BEGIN                                    {DUPLICATING A REGULAR TOGGLE}
    IF Jump.y > (NXTOGGLESEAM-BMWperim*1.5) THEN Temp:=(NXTOGGLESEAM-BMWperim*1.5)-Jump.y;
    IF Jump.y < (NXTOGGLESEAM-TJumpseam+BMWperim*1.5) THEN Temp:=(NXTOGGLESEAM-TJumpseam+BMWperim*1.5)-Jump.y;
    TempH:=HDuplicate(THandle,0,0);
    Move3DObj(TempH,0,Jump.y+Temp,0);
    RUNNINGFT:=RUNNINGFT+(PFlatW-BMWperim*2);
    IF BMHperim = BMH THEN RUNNINGFT:=RUNNINGFT-i*BMWperim;
    Temp:=0;
    NXTOGGLE:=NXTOGGLE+TJump;
    END
  ELSE BEGIN                                                    {DUPLICATING A TOGGLE ON A SEAM}
    IF PBuildMatO <> 'Laying down' THEN BEGIN
      TempH:=HDuplicate(THandle,0,0);
      Move3DObj(TempH,0,Jump.y-BMWperim*.5,0);
      TempH:=HDuplicate(THandle,0,0);
      Move3DObj(TempH,0,Jump.y+BMWperim*.5,0);
      RUNNINGFT:=RUNNINGFT+2*(PFlatW-BMWperim*2);
      IF BMHperim = BMH THEN RUNNINGFT:=RUNNINGFT-2*(i*BMWperim);
      END
    ELSE BEGIN
      TempH:=HDuplicate(THandle,0,0);
      Move3DObj(TempH,0,Jump.y,0);
      RUNNINGFT:=RUNNINGFT+(PFlatW-BMWperim*2);
      IF BMHperim = BMH THEN RUNNINGFT:=RUNNINGFT-(i*BMWperim);
      END;    
    NXTOGGLESEAM:=NXTOGGLESEAM+TJumpseam;
    END;
  IF NXTOGGLE<NXTOGGLESEAM THEN
    Jump.y:=NXTOGGLE
  ELSE
    Jump.y:=NXTOGGLESEAM;
  IF NXTOGGLE = NXTOGGLESEAM THEN NXTOGGLE:=NXTOGGLE+TJump;
  END;

DelObject(THandle);
SetRField(ObjH,GetName(RecH),'Summary1',Concat(Num2StrF(RUNNINGFT),' of linear material'));

                                                { C O V E R I N G   M A T E R I A L }

Jump.x:=0;
Jump.y:=0;
TEMPx:=0;
TEMPy:=0;
TOTALAREA:=0;

IF PCoverMat <> 'None' THEN BEGIN
  NameClass(CMCLASS);
  WHILE Jump.x < PFlatW DO BEGIN
    IF Jump.x + CMW <= PFlatW THEN TEMPx:=CMW ELSE TEMPx:= PFlatW-Jump.x;
    IF Jump.y + CML <= PFlatH THEN TEMPy:=CML ELSE TEMPy:= PFlatH-Jump.y;
    BeginXtrd(0,CMH);
      {Covering material}    Poly(Jump.x,Jump.y,    Jump.x+TEMPx,Jump.y,    Jump.x+TEMPx,Jump.y+TEMPy,    Jump.x,Jump.y+TEMPy);
    EndXtrd;
    SetClass(LNewObj,CMClass);
    TOTALAREA:=TOTALAREA+OBJAREA(LNEWOBJ);
    IF Jump.y+TEMPy < PFlatH THEN BEGIN
      Jump.y:=Jump.y+TEMPy;
      END
    ELSE BEGIN
      Jump.x:=Jump.x+TEMPx;
      Jump.y:=0;
      END;
    TEMPx:=0;
    TEMPy:=0;
    END;
    SetRField(ObjH,GetName(RecH),'Summary2',Concat(Num2Str(2,TOTALAREA),' sq.ft. of covering material'));
  END;

NameClass(CurrentCL);
PopAttrs;
END; {MOTHER PROG}
RUN (Flat);

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PushAttrs;
TF:=GetCustomObjectInfo(ObjName,ObjH,RecH,WallH);
CurrentCl:=ActiveClass;
FillBack(256);
FillFore(257);
FillPat(1);
PenPatN(2);
PenSize(6);
PenBack(256);
PenFore(257);
PenPatN(2);

The above lines store the old attributes settings (Push Attrs) and set the attributes that objects drawn during the execution of the script will use.  The PopAttrs at the end of the script returns the settings to what they were before the script was run. If you really want to use the class attributes, everything from FillBack to PenPatN could be deleted.

 

IF (PBuildMat = 'wood 1 x 3')|(PBuildMat = 'wood 1 x 4')|(PBuildMat = 'wood 2 x 4') THEN BEGIN
            FillFore(46529,34664,22800); {0=black}
            FillBack(46529,34664,22800); {65535=white} END
ELSE BEGIN
            FillFore(52428,52428,52428); {0=black}
            FillBack(52428,52428,52428); {65535=white} END;

These lines control the color that the fill is set to. If you want to use the class attributes you could eliminate the IF/Else and just use SetFillColorByClass;

 

IF TF=True THEN BEGIN
  NameClass(CMClass);
  SetClLSN(CMClass,2);                        {Line style}
  SetClPenFore(CMClass,0,0,0);                {Pen fore color}
  SetClPenBack(CMClass,0,0,0);                {Pen back color}
  SetClFPat(CMClass,2);                        {Fill pattern}
  SetClFillFore(CMClass,cRed,cGrn,cBlu);    {Fill fore color}
  SetClFillBack(CMClass,cRed,cGrn,cBlu);    {Fill back color}
  SetClUseGraphic(CMClass,TRUE);            {Use gfx attri at creation}
  SetClLW(CMClass,180mm);                    {Line weight}
END;

This section sets the attributes of the class based on the RGB values you specified earlier in the script. But it does not tell the object you are drawing to use the class attributes. But the next line switches the active class so that the class you set the attributes for is not active. So this code is not really doing much for you.

 

I don't know exactly what you are trying to accomplish, but if you want to use the class attributes, you need  to change the first block to make all the attributes ByClass instead of the settings that are shown. Then when you change the class the object will use the class settings. And if you do this you can simplify the script to remove all of the RGB setting code as that will all be done in the class setup.

 

If you want to manually set the attributes as you are doing that is fine, but you can't manually set the attributes and then also expect them to use the class settings. It is one or the other. 

 

If you are using attributes by class you probably don't want to change the class attributes in the script that is drawing the objects as everything else in the file using those class attributes will also change. You will probably need to have a wood class and an aluminum class and set the object in the correct one rather than setting the attributes manually.

 

 

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8 minutes ago, josue Corona said:

Thank you 😄 I will try to make those changes . Just to point out, this script I did not make it, and I am still learning how to script. 

I kind of guessed that might be the case.

Keep asking and we will keep trying to help you out.  But response times might be longer than what you got this morning. 😉

 

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