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Todo(nikitron) #120

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30 of 47 tasks
nortikin opened this issue Apr 29, 2014 · 26 comments
Closed
30 of 47 tasks

Todo(nikitron) #120

nortikin opened this issue Apr 29, 2014 · 26 comments
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@nortikin
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nortikin commented Apr 29, 2014

  • idea for text viewer #894 text out to be updated
  • css table of help sphinx
  • subLevel support in several nodes #477 sublevels to integrate to all the nodes
  • music analizer for midi or something to output values
  • !(not remember what i ment) circles on vertices to produce holes - under development now
  • to integrate solution http://www.blenderartists.org/forum/showthread.php?339872-Addon-Map-via-UV&
  • to integrate solution http://blenderartists.org/forum/showthread.php?241950-A-Script-to-Skin-a-Point-Cloud-%28for-Blender-2-6x-or-Later%29
  • to integrate solution http://blenderartists.org/forum/showthread.php?348432-Addon-Edge-Roundifier-mesh-modeling-tool-for-building-arcs-on-selected-edges&highlight=sverchok
  • to set OpenGL light and material for Viewer Draw. In place of ugly solution. Progess 20%
  • to send money to goosberry or to invest in sverchok propaganda (google ads)
  • Lines connection to be able make real loft - as in looptools, so we could define subdivision and than connect parametrically all vertices. it is usefull for many cases.
  • Panel in 3D that represents manipulators floats and integers from layouts to use in 3d window and change parameters from tool panel. thouse we can make layout, let somebody download and use as usual addon, not as layout. he can not even open nodes layout... But we need make boolean in float and integer nodes that allows us embed parameter to sverchok panel in 3d toolshelf
  • List append node, List extend node, List insert node
  • List sum levels add
  • maybe all cache and handles must be on top to see them all to be able manage
  • debug regime. Linus made it!!!!!!!!!!!!!!!!!
  • extend file "for_developers" to be more clear
  • colors of nodes to be in one format - Standard colors #274
    • red - is error
    • green - input
    • orange - output
    • bluish - all text nodes
      for this reason i should make default colors veriables and maybe decorators or something (need to find out of decorator first and try to do it)
  • data trees multyoutput separator node (Separator node) to make all object/verts/etc, depending on level, to go to separate socket
  • auto import nodes to init.py
  • !!! make button in toolbox to get new node on fly and register it ( blender_file_browser -- Copy_file_to_addon_folder -- set_relative_path_to_addon_path -- import_and_register_node_to_be_able_insert_it_in_c urrent_layout )
    Made but with F8 new reimport in init. thanks refactoring
  • make panel with properties, that will appear as sliders in this panel from particular float/int/listinput nodes, so in this nodes need to be boolean flag that defines whether it property needs to be in sverchok manipulation panel. that way we can make layouts and from 3d view to change items as with simple addon. so, that way we could make own addons inside svershok. This allows user who not deal with nodes to download layout and use it.
  • Make improvements of text viewer, delete loose node and other (my todo)
  • Decompose node to do completely
  • матриц генератор, задаваемый тремя векторами, одним достаточно, другие ортогонально угадываются, длина вектора - масщтаб, положение вектора в пространстве - поворот.
  • узел-очиститель списка от нулевых данных, которые получаются при рассечении предварительно рассечённого объекта, так треугольники бывают не замкнутыми или вершины не найдеными, в общем, бывает.
  • Subdivide and produce useful topology Topology is main feature. needed node that takes vertex items, that belong to exact polygon. made by mask indexes in/out mask
  • generators uv direction, sublevel to all generators and defaults to false
  • custom text in 3d
  • data structure new, universal socket and other issues to discuss - Todo (zeffii) #118 (comment) Thoughts on the future of sockets #184
  • Sv prefix renaming old classes to this standart
  • directories hierarhy and autoimport. maybe to make folders separately for modifiers and others? https://gist.github.com/nortikin/8f75694171ef6cdeff90
  • material socket
  • узел группирования по маске. Вот есть предмет, шар. нам надо UV поменять. что для этого сделать - flip list, но флипать надо между уровнями групп вершин. а для этого их надо сгруппировать. То есть, если у нас U6,V12, то сгруппировать вершины по 6, затем флипнуть, так получим группы по 12, но всего групп 6, было 12 групп по 6 вершин. То есть узел флип найдёт своего напарника "и они уйдут в закат"
  • Get Bounding Box Center Point (BBOX CENTER) => would be nice to have setup that spit out Bounding Box,
  • Get the average position based on all vector.
  • Vectorization in two directions line defined scale between vectors vectorized or objects count vectorized. to prepare data have to use this form [ [ [0, 1, 20.2, 1.5], [1], [12,13,14,15,11] ] ] to make three objects with vectorized input. For that needed tools to manipulate levels as toy.
  • Fractal node - thanks Elfnor for lsystem
  • Viewer Draw sorting by name implementation
  • Sorting node reordered indexes output!!!!! important
  • Scale/Rotate/Mirror Vertices... nodes needed
  • Volume calculator!!!!

For versions after 1.0.0

  • генератор сплайнов
  • нахождение точки на сплайне - interpolation vertices
  • Вместе с тем, надо добавить тип сокета - кривые. Кривая определяется не так как линия,
    а двумя рычагами и узлом, итого три вектора на точку. Можно сделать кривую как линию, затем
    сконвертировать и сгладить, автоматически выстроив красивенько. И так и будет генерироваться
    кривая из векторов. Но как передавать значения? Если мы считаем формулами эту безье, то
    нам нужны специфические библиотеки, и их надо достать, ибо АПИ не имеет нужных
    инструментов (нахождение точки на кривой... это проблема, каждый разработчик решает по-
    своему), и также надо уметь замыкать кривые, а от этого меняется геометрия и нахождение
    точки на кривой и прочее. Рёбра уже не действуют на кривые, рёбра сокет может быть
    испольован именно для булена - зациклить или нет. В прочем, если мы все данные переводим
    в кэш, то можно использовать вектор сокет, оставив тем самым гибкость пользователю. и
    маркировать в кэше тип данных. Это всё касается версии 0,4,0.
  • IFC format for BIM export. basics for bmesh viewer m3
  • when bmesh viewer rename object it has to not delete object, but delete. For modifiers support. or make stack of modifiers for bmesh viewer to make auto modifier assigning.
@nortikin nortikin added the todo label Apr 29, 2014
@nortikin
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to bee or not to 🐝

Variant Item Value
1 sverchok 1 kg
2 cricket 0 kg
3 🐜 👍

ther is

  • one
  • variant

@ly29
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ly29 commented Apr 30, 2014

I wrote about the update system #121
Some comments on the above:
Colors: Grey, not ready, could be label only perhaps.
Debug: I think we could make a debug panel.

@nortikin
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could colorising be done by decorators?

@ly29
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ly29 commented Apr 30, 2014

Yes, but perhaps a better approach is to make a class structure for this. That would also be useful for the update system to keep different types of nodes apart.

@nortikin
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Error color is better (0.5, 0.1, 0.1)

@nortikin
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i damaged my eye, cannot sit front of monitor long time.
out for week or something over.

@nortikin
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i made versions shifting in todo on site. propose to fill next version file with 0.3.0, that means that we have step forward. till version 1.0.0 it is ok if we go near to 0.8.0 and start to debug.
Roadmap, that i writed far ago is over and we can compare current todo and wishlist and i propose for every 5 items from every todo list make step in versions +0.1.0

not mind?

i left in todo in files only links to todos gere. so, much of them done, but left exactly for reaching v1.0.0

p.s. i want to sleep and have dejavu

@ly29
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ly29 commented May 20, 2014

Regarding version, is there some length that the version file needs to be?
Is format 0.3.01 good for small changes, like a bug fix. to 0.3.0 or should we do 0.3.1 and then just continue counting?

@nortikin
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it may be even

0.3.0_linus_done_cool_stuff

but it will be too long for panel. So, can be

0.3.11.ui

i.e.

0.3.12.fx

@nortikin
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todo added:
List append node, List extend node, List insert node

@nortikin
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todo appended:
edges to polygons node. so, it will be real loft, maybe we should make it in lines connection node. have to be able recognize if edges surround and needed to be cicled (or use existing flag) and maybe it is case of KDTree, because we searching closest vertices, (case of circle in square lofted) It represents F button function of blender. Maybe to create instead node, that cut existing polygon with hole, defined by edges. Square with n-gon hole inside it is future of sverchok.
Lines connection to be able make real loft - as in looptools, so we could define subdivision and than connect parametrically all vertices. it is usefull for many cases.

@nortikin nortikin reopened this May 25, 2014
@nortikin
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added proposal:
Panel in 3D that represents manipulators floats and integers from layouts to use in 3d window and change parameters from tool panel. thouse we can make layout, let somebody download and use as usual addon, not as layout. he can not even open nodes layout... But we need make boolean in float and integer nodes that allows us embed parameter to sverchok panel in 3d toolshelf

@nortikin nortikin reopened this May 25, 2014
@nortikin
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nortikin commented Jun 2, 2014

adding plane subdivider - to take from quad polygon some kind of grid.

@nortikin
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things not from todo - made formula generator node

@nortikin
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0.4.0 for refactoring
0.5.0 for OpenGL in viewer draw improvement and text viewer improvements,
0.6.0 for panel with sliders in 3d for parameters, float and int and list in will support it with boolean,
0.7.0 for nodes colors,
0.8.0 for functions separate from nodes - interface and mechanism
0.9.0 for data structure (we should consider what it should be, it is important) or to leave as is for 1.0.0
1.0.0 for icons in OpenGL ind interface

@nortikin
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https://docs.google.com/file/d/0B6KMvjWAjGiyOURiOWZNU1JhSG8/edit
all nodes on one layout - colors proposed for color codification
as colorizing we can implement some function in all update

sv_nodes_color_type = {'basic_in':[(0, 0.5, 0.2),(0, 0.1, 0.05)], 'basic_out':[(1, 0.3, 0),(0.1, 0.05, 0)]}
def sv_nodes_color(self, type,condition):
    colors = sv_nodes_color_type[type]
    self.use_custom_color = True
    if condition:
        self.color = colors[0]
    else:
        self.color = colors[1]

@zeffii
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zeffii commented Jun 27, 2014

As defaults for the bgl menus? we'd want this to be optional and configurable via persistant preferences. Color triggers a strong reaction in some people, me too.

@nortikin
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yes, exactly. they should be changable

This was referenced Jun 29, 2014
@nortikin
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nortikin commented Jul 4, 2014

i know what we need!!! Matrix math node. devide matrixes, multiplying matrixes.

@nortikin
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nortikin commented Jul 6, 2014

может быть не генерировать вершины в отзыве просмотрщика, а лучше это делать в обновлении узла? Или я не соображаю на ночь?

@nortikin
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#120 (comment)
нет, ты всё правильно сказал, к такому же выводу пришли мы все в MK2

@nortikin
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i think, more realistic to add bgl toolbar with icons to insert nodes, than make new socket type for curves and separate functions from nodes.
Will have time for nodes colors. Standart colors.

@nortikin
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todo - make vectorization in two cases - vectorized vertices in one object and vectorized objects.
line i.e. or plane i.e.

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IFC format implementation with bmesh viewer and baking - all needed parameters to implement as sockets

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@nortikin nortikin added this to the Nikitron duties milestone Jul 15, 2020
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outdated

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