Function Collection
Version:
1.0
Date Updated:
07/30/2010 I figured since i got a huge number of functions flying around on my drives that i'd put the most useful into a struct and put it online somewhere so people who might need something don't have to reinvent the wheel.
More comments are to be added later
have phun
Additional Info:
( struct temp ( fn Arr2VerbatimStringArray arr = --converts an array of strings into a string containing the the array with its sstrings and verbatim @s ( local res = "#(" for i = 1 to arr.count do ( item = arr[i] res += "@\"" + item + "\"" if i < arr.count do res += ", " ) res += ")" return res )--END Arr2VerbatimStringArray FN , fn gIs Category Key File:"Settings" = --gIs #newTestCategoy #newKey --gets a string value from the registry ( local type, val, key1 registry.createKey HKEY_CURRENT_USER ("Software\\INToolsCompact\\"+File as string + "\\" + Category as string) accessRights:#all newKeyCreated:&newKeyCreated key:&key1 registry.queryValue key1 (Key as string) type:&type value:&val val ) , fn sIs Category Key Val File:"Settings" del:false = --sIs #newTestCategoy #newKey #muhahahaharrrr file:settings --del:true --saves a string to the registry ( try( local newKeyCreated , key1 registry.createKey HKEY_CURRENT_USER ("Software\\INToolsCompact\\"+File as string + "\\" + Category as string) accessRights:#all newKeyCreated:&newKeyCreated key:&key1 if not del then ( registry.setvalue key1 (Key as string) #REG_SZ (Val as string) ) else ( registry.deleteKey key1 ) )catch( print (registry.getLastError()) ) ) , fn getMainToolsMenu = --searches and returns the ToolsMenu in the Main menu bar ( local mainMenu = menuMan.getMainMenuBar() local toolsMenu for i = 1 to 10 do ( local fileMenu = (mainMenu.getItem i).getSubMenu() if (fileMenu.getTitle()) == "&Tools" do ( toolsMenu = fileMenu ) ) return toolsMenu )--END getMainToolsMenu FN , fn isSameMat mat1 mat2 = --checks if the 2 supplied materials have the same settings ( local equal = true if equal AND classOf mat1 != classOf mat2 do equal = false if equal do ( local mat1PropNames = getPropNames mat1 ; local mat2PropNames = getPropNames mat2 if mat1PropNames.count != mat2PropNames.count do equal = false if equal do ( for i = 1 to mat1PropNames.count while equal do ( if (getProperty mat1 mat1PropNames[i]) as string != (getProperty mat2 mat2PropNames[i]) as string do ( equal = false ) ) ) ) return equal )--END isSameMat FN , fn drawtext text:"" pos:[0,0] mPos:mouse.pos = --function to draw the screenText and check if mouse is hovering, does not update the screen after drawing ( local mouseOverText = false local te = gw.getTextExtent text local b1 = Box2 pos.x pos.y te.x te.y local b2 = Box2 pos.x (pos.y-te.y) te.x te.y gw.setTransform(Matrix3 1) if contains b2 mouse.pos do ( mouseOverText = true ) gw.wText [pos.x, pos.y, 0] text color:(if not mouseOverText then color 150 180 210 else color 177 88 22) gw.enlargeUpdateRect b1 --b1 --#whole return mouseOverText )--END drawtext FN , fn makeGridImg size greySpacing bgColor:((GetUIColor 41)*255) gridColor:(color 200 200 200) show:false = --creates a bitmap with grid on it ( local img = bitmap size.x size.y color:bgColor ; if greySpacing > 0 do ; ( local colorArr = for x = 1 to size.x collect if mod x greySpacing == 0 AND x != size.x AND x != 1 then gridColor else bgColor ; local colorArr2 = for x = 1 to size.x collect gridColor ; for y = 0 to size.y-1 do if mod y greySpacing == 0 AND y != size.y AND y != 0 then setPixels img [0,y] colorArr2 else setPixels img [0,y] colorArr ; ) if show do display img ; return img ; )--END makeGridImg FN , fn makeButtonImg size type:#default show:false = --creates a bitmap looking like a button ( local bgColor = case type of ( #default : ( (colorMan.getColor #background)*255 ) #pressed : ( (colorMan.getColor #itemHilight )*255 ) #disabled : ( (colorMan.getColor #background)*200 ) ) local img = bitmap size.x size.y color:bgColor ; local colorArr = for x = 1 to size.x collect if x <= 1 then ((colorMan.getColor #hilight)*255) else if x >= size.x then ((colorMan.getColor #shadow )*255) else bgColor ; local colorArr2 = for x = 1 to size.x collect ((colorMan.getColor #hilight)*255) ; --top edge local colorArr3 = for x = 1 to size.x collect ((colorMan.getColor #shadow )*255) ; --bottom edge for y = 0 to size.y-1 do ( if y <= 0 then setPixels img [0,y] colorArr2 else if y >= size.y-1 then setPixels img [0,y] colorArr3 else setPixels img [0,y] colorArr ; for i = 1 to colorArr.count do colorArr[i] *=1.02 ) if show do display img ; return img ; )--END makeButton FN , fn lineUpBMPs img1 img2 type:#horz = --lines up the 2 supplied images in a row, usefull for custom button bitmaps î ( local img if img1 != undefined AND img2 != undefined AND img1.width == img2.width AND img1.height == img2.height do ( case type of ( #horz : ( img = bitmap (img1.width*2) img1.height color:orange for y = 1 to img1.height do ( local img1Pixels = getpixels img1 [0,y-1] img1.width local img2Pixels = getpixels img2 [0,y-1] img1.width local colArr = for x = 1 to (img1.width*2) collect ( if x <= img1.width then img1Pixels[x] else img2Pixels[x-img1.width] ) setPixels img [0,y-1] colArr ) ) ) ) return img )--END lineUpBMPs FN , fn makeProgressBarImg size percent tColor:((colorMan.getColor #itemHilight )*255) bgColor:green borderColor:((colorMan.getColor #shadow )*255) show:false = --creates a bitmap looking lke a progressBar ( local img = bitmap size.x size.y color:bgColor ; local colorArr = for x = 1 to size.x collect if x == 1 OR x == size.x then borderColor else if x > (size.x*(percent/100.0)) then bgColor else tColor * (x/(size.x*(percent/100.0))) ; local colorArr2 = for x = 1 to size.x collect borderColor ; for y = 0 to size.y-1 do if y == 0 OR y == size.y-1 then setPixels img [0,y] colorArr2 else setPixels img [0,y] colorArr ; if show do display img ; return img ; )--END makeProgressBar FN , fn isPointInVol obj pos = --checks if supplied position is inside supplied mesh object ( if superclassOf obj == geometryClass do ; ( local tMesh = obj.mesh; local nVerts=tMesh.numverts; local isInVol = true ; for v = 1 to nVerts while isInVol do if asin (dot (getNormal tMesh v) (normalize(((getVert tMesh v)*obj.transform) - pos))) <= 0.0 do isInVol = false ; tMesh = nVerts = vPos = undefined ; return isInVol ; ) )--END isPointInVol FN , fn pointLineProj pA pB pC = --gets the closest point on a line to a point in space ( local vAB=pB-pA ; local vAC=pC-pA ; local d=dot (normalize vAB) (normalize vAC) ; return (pA+(vAB*(d*(length vAC/length vAB)))) ; ) , fn isPointInSpline obj pos thickness = --checks if supplied position is inside the (spline + supplied radius) ( if superclassOf obj == shape do ; ( local InSpline = false ; local objTM = obj.transform ; local obj = copy obj ; convertToSplineShape obj ; obj.transform = matrix3 1 ; local nKnots = numKnots obj ; for i = 1 to nKnots-1 while not inSpline do ( local closestPoint = pointLineProj ((getKnotPoint obj 1 i) *objTM) ((getKnotPoint obj 1 (i+1)) *objTM) pos ; if (distance closestPoint pos) - thickness/2.0 < thickness/2.0 do InSpline = true) ; delete obj ; return InSpline ; ) )--END isPointInSpline FN )--END STRUCT )
Version Requirement:
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Other Software Required:
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Comments
that allows you to make the
that allows you to make the struct a global value and being able to access all of the functions inside the struct, that way you have all functions globally available and only 1 global variable
like the polyOps struct or default node structs
from the help (Structure Definition):
You can create your own compound values in MAXScript using Structure definitions. Structure definitions let you define the layout of new 'classes' of values that you can then create and work with in your code.
the way you'd do that with the struct provided is:
make sure to create your struct in a local scope and then assign it to a global variable as shown
Raphael Steves
By making all those a
By making all those a "struct" what does that do?
John Martini
Digital Artist
http://www.JokerMartini.com (new site)