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Full Version: LDPatternCreator - Release 1.3.6 (was 1.3.5)
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Hey,

I implemented a quick usability fix today.
As always you'll find the new version here.

Change log:

Usability improvements for 1.3.5 and older:
  • The right mouse click does not cancel “Add Triangle” while CTRL is pressed.
  • “Add Triangle” and “Add Vertex” are no longer bound to the “Vertices Mode”.
Fixed Bugs
  • It is not possible to “deform” a primitive anymore.


Cheers,

Nils

Code:
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Original thread from 2012-05-20:
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Hey,

Here is the new LPC 1.3.5.


Please uninstall older versions of this software before installing a new version.
Your configuration won't be deleted if you have already a version greater than 1.3.1 installed on your machine.

Change log:

New features:
  • Triangles which are connected to vertices from primitive/template are not copy protected anymore.
  • You can merge selected vertices to their average X/Y coordinate.
  • You can toggle the z-layer of the template lines.
  • You can display/correct the BFC setting of primitives/groups.
  • Primitive/template deletion does not delete adjacent triangles anymore.
  • The template lines are drawn thicker.
  • "Include Metadata" is checked by default.
  • Exported LPC subfiles are rotated 180 degrees around the Y-axis.
  • The subfile/DAT export is improved.
  • The "superfast" triangulation is improved.
Fixed Bugs from 1.3.X:
  • The intersection calculation between triangles was defect.
  • "Remove isolated vertices" removed vertices which belong to a group.
  • The projection matrices were corrupted.

(see full list of tickets for 1.3.5)

I included a short README.pdf in the installation directory.


Cheers & Leg Godt


Nils
Thanks, Nils, but I think I'll stick with the previous version for now, because I found a few things that bother me:

Superfast triangulation doesn't work like before. Manual selection of 3 vertices isn't possible anymore as well as that the vertices are automatically deselected after creating a triangle. I used to select 3 vertices for the first triangle and then deselect one vertex, select another and so on. The problem of the impossibillity to scroll while drawing a triangle was also solved that way. This is not possible anymore.

And you still have to deselect "add vertex/triangle" to delete a vertex/triangle. I know, the last version also had this "feature" but it's qite annoying. Though new, and equally annoying, is that you now have to deselect "add vertex/triangle" to even change to triangle or primitive mode.
Thanks for your review! Smile

Daniel Görner Wrote:[...] The problem of the impossibillity to scroll while drawing a triangle was also solved that way. This is not possible anymore.
Today, I will release an emergency fix to emulate the desired behaviour. There is also a possibility to "deform" primitives which I have to supress...

Daniel Görner Wrote:And you still have to deselect "add vertex/triangle" to delete a vertex/triangle. I know, the last version also had this "feature" but it's qite annoying. Though new, and equally annoying, is that you now have to deselect "add vertex/triangle" to even change to triangle or primitive mode.
I'll try to fix this behaviour, too.
Cool. I just read my "review" again and thought it sounds a lot harsher than I meant it. I really appreciate the work you put in that little program and I'm using it ona a daily basis for more than two months now. It's easy to use and fun to work with, so again a big thanks to you.
I just updated the parent thread.
Nils Schmidt Wrote:[*] The right mouse click does not cancel “Add Triangle” while CTRL is pressed.

Wow, I needed 5 sentences to describe this problem... ;-)

Thanks for this quick fix.
Too bad, it still doesn't work. You still can't manually select more than one vertex in "add triangle" mode. By manually I mean, click one vertex, hold STRG, right-click to get rid of the line (but the vertex stays selected), click another vertex and then a third. It is possible to drag a selection around two vertices an then click a third, but these three are still automatically deselected when the triangle is added. So instead of just deselect one vertex and select another to create a touching triangle I have to select three vertices again. I think the definition of "superfast" is different. ;-)

To show you where this is needed:

[Image: 7245162074_967f308bf9_b.jpg]

Here it's not possible to drag a selection around 3 vertices directly, so the manual way is needed.
With the new solution it may be possible to scroll, but IMHO the old function was better. Especially when you have a lot of vertices in a very small space, you can zoom in an find the right one directly.

And the deletion thing doesn't work eiher (but you didn't write that you fixed this anyway)...

[EDIT] Forget my rant (anyway, maybe it helps), I've just seen that you didn't fix the superfast mode, just the scrolling thing. Silly me.
I have a new idea (for some reasons I can't restore the old behaviour):

After one triangle was created manually (with three clicks or with one click), two vertices from this triangle will be automatically selected depending on the position of the cursor.

As a result, there is one click remaining to create the next triangle and you can create a "quad" with just four clicks (this was also requested by J.C. Tchang).

[Image: right.jpg]
The cursor moves to the right.

[Image: top.jpg]
The cursor moves to the top.
I would have to try it to see if it's good (or better, works for me) ;-)
Months ago, I got a feature request from Willy Tschager. He suggested that I implement a "spliner" in the LD Pattern Creator program. I know what a spline is and I would also like to see splines in a next version of the program.

Unfortunately, I am not able to write a strong user story for that request, because there are tricky questions to answer.

A spline is simply a function which is interpolated between a sequence of vertices.

The function is used to generate positions for "virtual vertices" which are not added directly by the user.
These vertices interfere with triangles which are already created. Therefore, virtual vertices will delete and create old/new triangles.

Question 1: How can the user determine the sequence order?
Question 2: What are the rules/conditions for the virtual vertex generation and placement?
Question 3: What are the rules/conditions for the manipulation of triangles which are connected to a spline?
Question 4: How should the spline be integrated in the GUI to be user friendly?

I need more discussion and user input on that feature, please.
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