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1Tutorials LightWave 3D  Layout commands and UDF (User Defined Functions) Empty Tutorials LightWave 3D Layout commands and UDF (User Defined Functions) Qua Jan 26, 2011 3:13 am

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by Emanuele Salvucci, Revolution Software Ltd.
Tutorials LightWave 3D  Layout commands and UDF (User Defined Functions) Pixel_black


Overview

In this basic tutorial we'll
learn how to use Layout Commands in LScript and
we'll define our custom function (UDF) in the
script as an exercise.

There's no real need to call
a UDF in this example, but you'll generally have "clean" code,
easier to debug, and you can also create a sort
of library with your custom functions.
The script will show and hide some elements
in Layout whenever it's executed.
It'll act like a switch so that we can bind
it to a hotkey.
Write down the logic first

It's certainly not a complicated
script but I think it's good habit to write down
a logic path of what your script will do.
So let's decide which elements we're going to
show/hide:


  • Motion Paths
  • Handles
  • IKChains
  • Cages


The logic to show/hide these
components is pretty simple, and it'll be entirely
covered by the CommandInput ( ) command. Syntax:
CommandInput ( "Layout_command_name arguments")
Example:
CommandInput ("ShowMotionPaths");
//no arguments needed
for this command

This will show/hide Motion Paths in Layout.
"ShowMotionPaths" is a Layout Command you can
find in the command list.

To obtain a command list simply
type SaveCommandList in LS Commander , execute
and save the .txt file.
If we want to show/hide nulls as well things
are a bit less linear.

Nulls are included in the Mesh
Object Agent (Chapter 6, LScript Reference Manual)
and since normal meshes are also identified with
the same Agent we have to search for nulls and
show/hide just them.
Logic:

  1. Check if there're objects in the scene.
  2. Cycle through objects
  3. If the current object is a Null, check its
    visibility status
  4. If visible hide the current Null, show if
    not.
  5. CommandInput sequence for all the other components
    we want to show/hide


Since our script is a switch
it's based on initial conditions of the components
we're working on.

So, for instance, if you set
in your scene "Show Cages = off" and "on" for
all the other options, when you run the script
you'll have "Show Cages = on" and "off" for all
the other options.
The code
Here we'll translate our logic in LScript language.

This first version is the easiest
way to do what we want, but after this we'll
try using a UDF.
Let's start with some statements for the preprocessor:
@version 2.3
@warnings
@name ShowHide
These statements are called pragma directives
and you can learn more about it in Chapter 9
of your LScript User Manual.
For the moment we just need them to make our
script work.
Our script is a "generic" script so:
@script generic
Generic scripts are executed by Layout exclusively
in the main generic { } function:
@version 2.3
@warnings
@script generic
@name ShowHide
generic
{
//
code here

}
Now we have to check if there're meshes in the
scene and in order to do that we have to create
a Mesh Object Agent:
mesh = Mesh ();
This line assigns the representation (agent)
of the object in the variable "mesh".

When you call the Mesh () agent
without arguments (void) it'll return the agent
of the first object in the scene.

If there're no objects in your
scene the variable "mesh" will be equal to "nil",
so it'll be "empty".
if (mesh)
{
//
code

}
That means "If the variable mesh exists (is
not "nil") do ..."
This is just to check that we're doing operations
on something that exists.

Outside our condition we'll
write the code we're sure we have to execute:
the CommandInput sequence:
CommandInput ("ShowMotionPaths");
CommandInput ("ShowHandles");
CommandInput ("ShowIKChains");
CommandInput ("ShowCages");
So now we have:
@version 2.3
@warnings
@script generic
@name ShowHide
generic
{
mesh
= Mesh ();

if
(mesh != nil)


{
//
code

}
CommandInput
("ShowMotionPaths");


CommandInput
("ShowHandles");


CommandInput
("ShowIKChains");


CommandInput
("ShowCages");

}
Now we have to cycle through objects in the
scene in our condition:
for (i=1; mesh != nil;
i++)

{
//
code

mesh
= mesh.next();

}
This is a pretty standard way to cycle through
objects with a "for" loop.

The next() method returns the
next object in the scene and we store it in the
variable "mesh".

When the next() method reaches
the last object, another next() method will return "nil" in
our "mesh" variable and the loop will stop.

Since we're evaluating every
object in the scene one by one in the "for" loop
we can also check if the current object is a
Null object:
for (i=1; mesh != nil;
i++)

{

if
(mesh.null)


{

//
code


}
mesh
= mesh.next();

}
The ".null" data member returns a boolean true
if the current object agent ("mesh") is a Null,
a false if it's not.

We'll use another Layout Command
to show/hide Nulls, but we have to select the
current Null first:
for (i=1; mesh != nil;
i++)

{

if
(mesh.null)


{

mesh.select();

//
code


}
mesh
= mesh.next();

}
We used another method, select() on our Object
Agent to select the object it represents.
This method selects an object in Layout as we
selected it manually through the interface.

Now we've just check the visibility
status of our current Null and decide if hide
it or show it:
for (i=1; mesh != nil;
i++)

{

if
(mesh.null)


{

mesh.select();
if
(mesh.visibility == VIS_HIDDEN)

CommandInput
("ItemVisibility 3");

else
CommandInput
("ItemVisibility 0");


}
mesh
= mesh.next();

}
The ".visibility" data member contains the visibility
status for the current Object Agent.
"VIS_HIDDEN" is a Layout constant and it equals
2, so you could also write:
"if (mesh.visibility == 2)"
But it's less readable of course.

Other constants for the ".visibility" data
member can be found reading the ".visibility()" method
for the Scene Object Agent in Chapter 11 / Methods
of your Reference Manual.
The "ItemVisibility" command sets the status
for the current object.
The argument equals to the position in the Popup
Menu in the SceneEditor:
0 = Hidden
1 = Bounding Box
2 = Vertices
3 = Wireframe
etc.
For the "ItemVisibility" command the argument
can only be a numeric value.
So, now our script looks like this:
@version 2.3
@warnings
@script generic
@name ShowHide
generic
{
mesh
= Mesh ();

if
(mesh != nil)


{
for
(i=1; mesh != nil; i++)

{
if
(mesh.null == true)

{
mesh.select();
if
(mesh.visibility == VIS_HIDDEN)

CommandInput
("ItemVisibility 3");

else
CommandInput
("ItemVisibility 0");

}
mesh
= mesh.next();

}
}
CommandInput
("ShowMotionPaths");

CommandInput
("ShowHandles");

CommandInput
("ShowIKChains");

CommandInput
("ShowCages");

}
Save it as a ".ls" file and add it as a plugin
in Layout.
Assign it to a hotkey and switch visibility
on the fly!
User Defined Functions

Just to demonstrate the use
of UDF we'll create a function to show/hide Nulls
inside the script.

A UDF looks just like any other
LScript function (CommandInput() for instance)
but it's defined and called within the script.
In our script the code that show/hide Nulls
is:
if (mesh.null == true)
{
mesh.select();
if
(mesh.visibility == VIS_HIDDEN)

CommandInput
("ItemVisibility 3");

else
CommandInput
("ItemVisibility 0");

}
So we define our UDF as ShowHideNulls ("NULLS"):
ShowHideNulls: mesh
{

if
(mesh.null == true)


{
mesh.select();
if
(mesh.visibility == VIS_HIDDEN)

CommandInput
("ItemVisibility 3");

else
CommandInput
("ItemVisibility 0");


}
}
Our UDF is asking for the variable "mesh" when
it's called from within another function (generic{}
in our script).
Remember that "mesh" contains the Object Agent
of the current mesh.

What should we do now is call
our function and pass it the variable "mesh" as
requested and the script will become:
@version 2.3
@warnings
@script generic
@name ShowHide
generic
{
mesh
= Mesh ();

if
(mesh != nil)


{

for
(i=1; mesh != nil; i++)

{
ShowHideNulls
(mesh);

mesh
= mesh.next();

}
}
CommandInput
("ShowMotionPaths");

CommandInput
("ShowHandles");

CommandInput
("ShowIKChains");

CommandInput
("ShowCages");

}
ShowHideNulls: mesh
{

if
(mesh.null == true)


{
mesh.select();
if
(mesh.visibility == VIS_HIDDEN)

CommandInput
("ItemVisibility 3");

else
CommandInput
("ItemVisibility 0");


}
}
It is obviously exactly the same, apart from
the fact that we're calling one function in our "main" generic{}
function, instead of doing there all the operations.
If it was a more complicated script and you
had to do the same operations many times within
different parts of the script, you just had to
call your UDF when you needed it.
Useless in this simple script but useful to
know if you want to experiment with more complicated
scripts.
Emanuele Salvucci @ Revolution Software Ltd.
contact me at [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
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