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<!-- MOVE NOT ADDED YET. OTHER BUTTONS SHOULD WORK --> | |
<div class="footer" id="footer"> | |
<div class="btn btn-sq btn-grey" id="zoomOut">-</div> | |
<div class="btn btn-sq btn-grey" id="zoomIn">+</div> | |
<div class="btn spacer-8"> </div> | |
<div class="btn btn-sm btn-blue btn-select" id="draw">Draw</div> | |
<div class="btn btn-sm btn-blue" id="move">Move</div> | |
<div class="btn btn-sm btn-blue" id="delete">Delete</div> | |
<div class="btn btn-med btn-blue right" id="reset">RESET</div> |
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i@prim; | |
v@uv; | |
float dist = xyzdist(1, @P, @prim, @uv); | |
//Above gets the prim(n) and prim(uv) for a given point position | |
//Also the distance between the given point and the prim returned | |
//Although all we really need is the primitive number | |
//-- | |
//Create array to store the primitive's point numbers |
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// User parameters added to attribute wrangle parameter interface | |
int walkers = chi("walkers"); | |
int steps = chi("steps"); // Placing $F in steps, each walker will grow during playback | |
vector step = chv("step"); | |
int connectPoints = chi("connect"); | |
vector direct = {0,1,0}; | |
vector offset = 0.5; | |
vector rand = 0.0; | |
vector stepinc = 0.0; |
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f@angle = chf("angle") * 2 * $PI; // angle is a float slider with range from 0 - 1 | |
v@axis = chv("axis") + point(1, "N", 0); // axis is a 3 float vector {0.0, 0.0, 0.0} | |
3@imatrix = ident(); | |
rotate(@imatrix, @angle, @axis); | |
@P = (@P - point(1, "P", 0)) * @imatrix + point(1, "P", 0); |
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import math | |
node = hou.pwd() | |
geo = node.geometry() | |
# Lines Construction | |
hasInputs = True if len(node.inputs()) > 0 else False | |
if hasInputs == False: |
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node = hou.pwd() | |
geo = node.geometry() | |
u_parm = [] | |
for pr in geo.prims(): | |
node.setCurPrim(pr) | |
u_parm.append(node.evalParm("u_carve_start")) | |
# Reference u parameter used as the carve parametric location on the curve |