Comments (48)
Also almost all nodes should start out as a script.
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Total obj count without structure
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hehe..or a modes
version.. modes = 2,3,4,n
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Levels are a big part of the reason for Redux.
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that's the job for me, as i see.
Where is docs?
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ok, see
https://github.com/Sverchok/Sverchok/wiki/Node-Development-guide
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Also it is just not an issue of porting all old nodes, sometimes they could very well be combined into one node.
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and numpy-ified, wrapping pydata for the basic primitives is not a great idea.
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Yeah, for the boot strap stage is was ok, but now we should step things up a bit.
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will start from scripted node, from basics
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i'll do a numpy torus :)
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Playing with the scripted node is a good starting point.
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oh. I miss the socket label showing the nested count.
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I will see what I can do.
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@zeffii
This shows the data depth, which isn't really the same but due in structure difference what is easily available.
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A data structure viewer like stethoscope node would be good to have. Actually essential.
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the last makes more sense . agreed about a viewer.
I'd like to propose an idea for a viewer / stethoscope. #44
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this isn't quite possible yet.
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It needs a torus mode as well
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except for the cyclic flag / yes
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It is a bit cobbled together however, just mostly wanted to try a node that would lower the complexity level. but also nice to have.
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np.repeat / tile
import numpy as np
from svrx.nodes.node_base import node_func
from svrx.nodes.classes import NodeMathBase
from svrx.typing import Number, Int
@node_func(bl_idname=local_name, multi_label="Repeat", id=0, cls_bases=(NodeMathBase,))
def np_repeat(Values: Number = 0.0, Repeat: Int = 2) -> Number:
return np.repeat(Values, Repeat)
@node_func(id=10)
def np_tile(Values: Number = 0.0, Repeat: Int = 2) -> Number:
return np.tile(Values, Repeat)
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Yeah repeat and tile surprised me as well when I looked into them. Nice with np cookbook, was thinking to do that
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i'd been thinking about this for N1 but also it makes sense for svrx, a Console Node.
------------------------------
| previous line-4 [use]|
| previous line-3 [use]|
| previous line-2 [use]|
| previous line-1 [use]|
| previous line [use]|
|_>>> |__some command________|_|
with a button on the draw_buttons_ext to show a list of commands currently implemented
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That would be cool.
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List join A + B ( + N....), for vertices, with option to
- attach each array to the end
- interleave A0, B0, A1, B1, ... An, Bn
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@zeffii
Will do today, corrected the signature for tile and repeat and removed the multiply constant in trig.
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removed the multiply constant in trig.
as long as there's still a convenient way to have multiples of pi/tau from one node.
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I just removed the wrapper, it wasn't needed. It was only meant for when the constant was only the constant.
To allow code like
@node_func(...)
@constant
def e() -> Number:
return np.e
So tau it becomes like this.
@node_func(bl_idname=local_name, id=61)
def tau(n: Number = 1.0) -> Number:
return np.pi * n * 2
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The feeling you get when you realize that you have screwed up your git totally and the latest changes are out of sync... Not happy with the desktop client now, it should have at least warning for overwriting a repo with another one...
Only one hour of work luckily.
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oh man.. use git for windows
has a bash-like terminal (ignore the UI part of the program)
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but losing work... painful.
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I could still access the changes in my text editor, so copied it out, nuked the git dir and started over.
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I guess #55 is easier now.
I am holding off the N version but A + B join is here.
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great! A+B is cool too +N isn't so vital.
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Okay so up now, called merge for now, had to handle uneven case in a resonable manner
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i'll make a SN with 3 if needed.
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could topology node have a mode where Line takes a skip rate, n , skep every n'th edge.
| verts -|
| edges -|
| mode: line skip n |
|- verts |
|- n |
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(ofcourse it could - would it be suitable? )
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Do it, worst case we can stick into a node - strange topology generators
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parking here because i had no more time today
from svrx.util.function import generator
from svrx.typing import IntP, Int, Bool
@node_script
@generator
def polyline_drop_n(
verts: [Vertices] = Required, num: Int = 2, wrap: Bool = True) -> ([Vertices], [Edges], [Faces]):
vertices = np.concatenate(verts)
count = len(vertices)
e_start = np.arange(0, count-1)
e_stop = e_start + 1
edges = np.array((e_start, e_stop)).T
if wrap:
edges = np.vstack([edges, [count-1, 0]])
if num > 0:
skip_list = list(range(num, count, num+1))
edges = np.delete(edges, skip_list, axis=0)
return vertices, edges, None
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Bool displays as an Int Property
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one thing that's bothered me about how Masking works.. is it needs lists of equal length as the input data, i would like to be able to pass a list of True
indices instead / or as option.
- data = [v0, v1, v2, v3, v4, v5, v6]
- mask = [0,3,6]
output data
[v0, v3, v6] = True
[v1,v2,v4,v5] = False
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Masking is worthy of an issue of its own. Very quick implementation...
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are we ignore level's workflow in SvRx?
How to deal with levels in general? I mean zip/join/shift and other list operations.
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I handles levels internally but there aren't any node working with it. Yet. It is needed
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Ok, thanks.
And sorry for my low activity, but my personal life became better (if one can compare), it takes lot of time.
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Related Issues (20)
- Documentation HOT 8
- Int and Float socket can be limited HOT 2
- Mesh - rxdata_from_pydata HOT 28
- BMesh nodes HOT 10
- Dynamic Socket Issues HOT 3
- API to simplify mesh creation HOT 3
- The great namning debacle HOT 18
- stethoscope v2 HOT 44
- startup error message HOT 1
- Timings HOT 74
- .foreach mesh out HOT 15
- torus np scriptnode HOT 39
- Rx Bridges (remakes of real bridges) HOT 1
- Texture script node HOT 52
- Index Viewer HOT 70
- Linspace and arrange HOT 16
- Some refactoring going on HOT 5
- OpenGL viwers HOT 39
- vectorization concept HOT 2
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