Scripting Nodes

Prerequisites

  • The following methods are exposed by the NodeCreation, NodeControl and NodeSelection objects implemented by the module Thinkbox.Sequoia.Nodes

  • Before calling these methods, you must ensure the module is imported.

import Thinkbox.Sequoia.Nodes 1.0

Creating Nodes

<String> NodeCreation.createPointLoader ( <QUrl>defaultFile, <Bool>promptFile )

  • Creates a new Point Loader.

  • The first argument defines the file name to use as the point data source. It can be an empty string.

  • The second argumemt controls whether to prompt the user to pick a source file manually (true), or not (false).


<String> NodeCreation.createPointROI ( <String>nodeId )

  • Creates a new Point Region Of Interest object.

  • The first and only argument defines the node handle of a source object - either a Point Loader, or another Point Region Of Interest.

  • The argument can be passed as undefined to create an object without a connection.

    • To connect multiple input sources, you must set the sources input property after the object is created.


<String> NodeCreation.createMesher ( <String>nodeId, [ <Bool>useSuggestedRadius ] )

  • Creates a new Mesher object.

  • The first argument defines the node handle of a source object - either a Point Loader, or a Point Region Of Interest.

    • The argument can be passed as undefined to create an object without a connection.

    • To connect multiple input sources, you must set the sources input property after the object is created.

  • The second (optional) argument is a boolean value.

    • If supplied as true, or not specified, the suggested radius calculated by the Mesher will be used.

    • If supplied as false, the radius will not be set and has to be set by the script by modifying the inRadius property, or by the user via the UI.


<String> NodeCreation.createMeshLoader ( <String>defaultFile, <Bool>promptFile, <Bool>autobuild )

  • Creates a new Mesh Loader object.

  • The first argument is the file name to load - if can be passed as empty string if no file should be loaded by the script.

  • The second argument is a boolean flag controlling whether to prompt the user to pick a file manually.

    • When passing an empty string as the file name, you might want to set the second argument to true.

    • When passing a valid file name as the first argument, the second argument should be set to false.

  • The third argument is a boolean flag that controlling whether to auto-update the object after creation.


<String> NodeCreation.createImageProjection ( <String>defaultFile, <Bool>promptFile )

  • Creates a new Image Projection object

  • The first argument defines the file name to use as the image source. It can be an empty string.

  • The second argumemt controls whether to prompt the user to pick an image file manually (true), or not (false).


<String> NodeCreation.createSurfacePoints ( <String>nodeId )

  • Creates a new Surface Points object.

  • The first and only argument defines the node handle of a source object - either a Mesher, or a Mesh Loader.

  • The argument can be passed as undefined to create an object without a connection.

    • To connect multiple input sources, you must set the sources input property after the object is created.


<String> NodeCreation.createMarker ( [ <Vector3D>position ] )

  • Creates a new Marker object.

  • The first and only optional argument defines the node’s position.

    • If not specified, the Marker will be created at the World Origin.


<String> NodeCreation.createCamera ()

  • Creates a new Camera in the Active Document and in the Active Viewport.


Collecting Nodes

<StringList> NodeControl.getAllNodes ( [ <String>documentId ] );

  • Returms a list of all node IDs in the Document.

  • The first, optional argument is the ID of the Document - if not specified, the Active Document will be used.


<StringList> NodeControl.getAllNodesOfType ( <String>type, [ <String>documentId ] );

  • Returns a list of all node IDs in the Document that match the specified type.

  • The first argument is the Type String, e.g. “PointLoader”, “Mesher” etc.

  • The second, optional argument defines the Document ID. If not specified, the Active Document will be used.

  • See also NodeControl.getNodeType() for the related method returning the Type String of a node.


Node Selection

<void> NodeSelection.setSelectedNode ( <String>nodeId )

  • Sets the selection to the specified node.

  • Any other selected nodes will be deselected automatically.

  • The first and only argument is the ID of the node to select.

Example:

var a1 = NodeCreation.createPointLoader("", true); //create a Point Loader
var a2 = NodeCreation.createMesher(a1); // create a Mesher connected to it
//At this point, the Mesher would be selected
NodeSelection.setSelectedNode(a1);  // select the Point Loader instead

<void> NodeSelection.addSelectedNode ( <String>nodeId )

  • Selects the specified node, while retaining the existing selection.

  • The first and only argument is the ID of the node to add to the selection.

Example:

var a1 = NodeCreation.createPointLoader("", true); //create a Point Loader
var a2 = NodeCreation.createMesher(a1); // create a Mesher connected to it
//At this point, the Mesher would be selected
NodeSelection.addSelectedNode(a1);  // add the Point Loader to the selection
//At this point, both objects are selected

<void> NodeSelection.removeSelectedNode ( <String>nodeId )

  • Deselects the specified node, while keeping the rest of the selected node in the selection set.

  • The first and only argument is the ID of the node to remove from the selection.


<void> NodeSelection.clearSelectedNodes ( <String>documentId )

  • Deselects all nodes in the specified Document.

  • The first and only argument is the Document ID.


<stringList> NodeSelection.getSelectedSequoiaNodes ()

  • Returns the selected nodes as a list of Node IDs.

Example:

//Manually select several objects in the Document... then evaluate:
var s1 = NodeSelection.getSelectedSequoiaNodes(); //get the selected object
console.log( s1 );  //output the selected node IDs

Accessing Node Properties

<variant> NodeControl.getNodeProperty ( <String>nodeId, <String>propertyName, [ <String>documentId ] )

  • Returns the value of the specified property in the given node and document.

  • The type of the return value will depend on the property’s value type.

    • Note that JavaScript variables are type-free, so any value would be accepted if assigned to a variable.

  • The first argument specifies the Node ID.

  • The second argument provides the string with the name of the property to query.

  • The third, optional argument specifies the Document ID.

Example:

var n0 = NodeCreation.createPointLoader("", true); //create a Point Loader, let the user pick the file name
var response = NodeControl.getNodeProperty(n0, "inFilename"); //get the filename property of the first selected object
console.log(response); //and output to the Log to see what the user picked...

<void> NodeControl.setNodeProperty ( <String>nodeId, <String>propertyName, <Variable>value, [ <String>documentId ] )

  • Sets the value of the property in the given node and document to the provided value.

  • The first argument specifies the Node ID.

  • The second argument provides the string with the name of the property to query.

  • The third, optional argument specifies the Document ID.


<StringList> NodeControl.getAllNodePropertyNames ( <String>nodeId, [ <String>documentId ] )

  • Returns all property names available in the specified node as a list of strings.

  • The first argument specifies the Document ID.

  • The second argument specifies the Node ID.


<Vector3D> NodeControl.getNodePosition ( <String>nodeId, [ <String>documentId ] )

  • Returns the scene object’s world space Position.

  • The first argument specifies the Node ID.

  • The second, optional argument specifies the Document ID.

    • If not specified, or if supplied as empty string, the current Document will be used implicitly.


<Quaternion> NodeControl.getNodeOrientation ( <String>nodeId, [ <String>documentId ] );

  • Returns the scene object’s world space Orientation.

  • The first argument specifies the Node ID.

  • The second, optional argument specifies the Document ID.

    • If not specified, or if supplied as empty string, the current Document will be used implicitly.


<Vector3D> NodeControl.getNodeScale ( <String>nodeId, [ <String>documentId ] );

  • Returns the scene object’s world space Scale.

  • The first argument specifies the Node ID.

  • The second, optional argument specifies the Document ID.

    • If not specified, or if supplied as empty string, the current Document will be used implicitly.


<void> NodeControl.setNodePosition ( <Vector3D>position, <String>nodeId, [ <String>documentId ] );

  • Sets the scene object’s world space Position to the first argument.

  • The second argument specifies the Node ID.

  • The third, optional argument specifies the Document ID.

    • If not specified, or if supplied as empty string, the current Document will be used implicitly.


<void> NodeControl.setNodeOrientation ( <Quaternion>orientation, <String>nodeId, [ <String>documentId ] );

  • Sets the scene object’s world space Orientation to the first argument.

  • The second argument specifies the Node ID.

  • The third, optional argument specifies the Document ID.

    • If not specified, or if supplied as empty string, the current Document will be used implicitly.


<void> NodeControl.setNodeScale ( <Vector3D>scale, <String>nodeId, [ <String>documentId ] );

  • Sets the scene object’s world space Scale to the first argument.

  • The second argument specifies the Node ID.

  • The third, optional argument specifies the Document ID.

    • If not specified, or if supplied as empty string, the current Document will be used implicitly.


Example:

var sel = NodeSelection.getSelectedSequoiaNodes(); //get the selected objects
var i = 0;
for (i = 0; i < sel.length; i++) {
    var pos = NodeControl.getNodePosition ( sel[i] ); //get the i-th node's position
    pos.x += 1.0; //move the object 1 meter along X
    NodeControl.setNodePosition ( pos, sel[i] ); // set the position of the node
}

<String> NodeControl.getNodeName ( <String> nodeId, [ <String> documentId ] );

  • Returns the name of the node as a string value.

  • The first argument is the ID of the node.

  • The second, optional argument is the ID of the Document - if not specified, the Active Document will be used.


<String> NodeControl.getNodeType ( <String> nodeId, [ <String> documentId ] );

  • Returns the type of the node.

  • The first argument is the ID of the node.

  • The second, optional argument is the ID of the Document - if not specified, the Active Document will be used.

Example:

var sel = NodeControl.getAllNodes(); //get all nodes in the Active Document
var i = 0;
for (i = 0; i < sel.length; i++) {
    var name = NodeControl.getNodeName ( sel[i] ); //get the i-th node's name
    var type = NodeControl.getNodeType ( sel[i] ); //get the i-th node's type
    console.log ( "Node ID:" + sel[i] + " Name:"+ name + " Type:" +  type );
}

<VariantList> NodeControl.getNodeBoundingBox ( <Bool>worldspace, <String>nodeId, [<String> documentId ] );

  • Returns an array of Position vectors representing each of the 8 corners of the node’s bounding box.

    • Note that the values will be stored as 32 bit Singles.

    • See below for methods that return 64 bit Doubles.

  • The first argument controls whether the world-aligned bounding box (True) or the object-aligned bounding box (when False) will be returned.

  • The second argument supplies the node to query.

  • The third optional argument provides the Document ID. When not supplied, the Active Document will be used.


<List of doubles> NodeControl.getMinBoundingBox ( <String> nodeId, [ <String> documentId ] );

<List of doubles> NodeControl.getMaxBoundingBox ( <String> nodeId, [ <String> documentId ] );

  • Return the Minimum and Maximum of the specified node’s bounding box as lists of Doubles.


<void> NodeControl.setMesherUCSSource ( <String> mesherId, <String>UcsId, [ <String> documentId ] );

  • Sets the UCS node of a Mesher.

  • The first argument defines the Node ID of the Mesher node.

  • The second argument defines the Node ID of the UserCoordinateSystem node.

  • The third, optional argument defines the Document ID. If not specified, the Active Document will be used.


<void> NodeControl.removeMesherUCS ( <String> mesherID, [ <String> documentId ] );

  • Removes the UCS node of a Mesher.

  • The first argument defines the Node ID of the Mesher node.

  • The second, optional argument defines the Document ID. If not specified, the Active Document will be used.