0020. The first step to manipulate trueSpace using ptsxpy

Getting started, ptsxpy, Python language, trueSpace, programming, syntax highlighting for text editor, etc.
Note: it's provisional and topics will be added and revised at random till some sort of documentations are prepared.
Post Reply
User avatar
3DfromNULL
Site Admin
Posts: 45
Joined: 2018-Jul-13 9:35

0020. The first step to manipulate trueSpace using ptsxpy

Post by 3DfromNULL »

First of all, make a text file, rename it to "cube1.py", copy&paste the code below to it. (You can also keep the file extension to ".txt". Changing to ".py" allows to give your text editor a hint to know how to syntax-highlight)

Code: Select all

import ptsxpy as p

cb1 = p.CreateCube( 1, 2., 2., 2. )
p.SceneAddObject( cb1, e_tsxFALSE )
p.SceneDraw()
Start your trueSpace (tS), clear the scene ("Create New Scene" button), and run the script file. (Please read "Installation and simple test" to understand how to execute your python script file using ptsxpy.) A cube is displayed to the origin of the scene.

Image

In the first line, the script declares to use a module "ptsxpy" and applies an alias "p" to it.

Code: Select all

import ptsxpy as p
When we call each method (function) in a Python module, we write as;
moduleoralias.method( parameter1, parameter2, ...)
In this case, we use ptsxpy or p for moduleoralias.

Code: Select all

cb1 = p.CreateCube( 1, 2., 2., 2. )
p.SceneAddObject( cb1, e_tsxFALSE )
p.SceneDraw()
The ptsxpy module has functions corresponding to almost all tsxAPI functions described in the tsxAPIxx.doc (and several functions defined in C++ header files) in the SDK (Software Development Kit) for each tS version.

You should be able to get the official SDK that includes "tsxAPI.doc" via the net though it has not been supported by the vender(s). Please note that we should refer not "TSXPYTHON.DOC" (titled "Caligari tsxPython Interface") but tsxAPIxx.doc (where xx is code for each tS version, and titled "Caligari trueSpace eXtension") in order to develop your python scripts for ptsxpy.

In order to add and display a cube to a scene, we use functions below;
  • CreateCube() .... corresponds to tsxCreateCube() in tsxAPI
  • SceneAddObject() .... corresponds to tsxSceneAddObject() in tsxAPI
  • SceneDraw() .... corresponds to tsxSceneDraw() in tsxAPI
As you can see, the name of each ptsxpy function is the corresponding tsxAPI function's name from which we removed the preceding "tsx". In addition, parameters for each ptsxpy function has the same syntax (its order and type) with a very few exceptions.

Code: Select all

cb1 = p.CreateCube( 1, 2., 2., 2. )
For example, tsxCreateCube()'s C++ syntax defined in tsxAPIxx.doc is;
  • tsxPOLYHEDRON* tsxCreateCube(int nbrSections,float x,float y,float z)
Even if you are not so familiar to C++ language, you need not to understand for details. We see this C++ function takes 3 parameters (one has int type and two have float type) and returns a pointer to tsxPOLYHEDRON. The tsxPOLYHEDRON is an abstract type for tS object, and we need not see the position of each parameters inside but only its pointer.

In this code example, we assign (i.e. copy) the returned value to a variable "cb1". Of course, you can freely name it (according to the naming rule of Python language). We can use the variable in the following lines. In other words, we must assigned the returned value to a variable in order to use the created object.

Please note and keep in mind that the byte length of a pointer is 4 (i.e. 32 bit) and equivalent to unsigned long type without any exception for all tS versions. In other words, the tsxCreateCube() returns an integer value 0 thru [latexin]2^{32}[/latexin]-1 (0x00000000 thru 0xffffffff in hexadecimal). It's the same in case of ptsxpy; CreateCube() returns an integer value and cb1 is to have the value. If you would like to know the value, add print() like;

Code: Select all

cb1 = p.CreateCube( 1, 2., 2., 2. )
print( "cb1=", cb1)
or

Code: Select all

cb1 = p.CreateCube( 1, 2., 2., 2. )
print( "cb1=0x%08x" % cb1)
The formatting to hexadecimal in the latter case is similar to printf() in C/C++ language. Please note that the connector is not a comma "," but percent "%" for Python language.

Now let's take a look at the parameters of CreateCube(). The first parameter nbrSections is defined as "resolution" in the tsxAPIXX.doc. Specifying 1 to it means the cube to be created does not have any latitude and longitude other than its minimally required twelve edges (You can see what is latitude and longitude if you change it to 2 or 3). The second, third, and fourth parameters determines each dimension (size) of x, y, z. Please try to change and look how the result changes. Note that each of x, y, z must be a floating point value (you can omit the 0 of 1.0).

Code: Select all

p.SceneAddObject( cb1, e_tsxFALSE )
p.SceneDraw()
The remaining two lines are needed to realize (visualize) the cube object in your tS's view. The line of SceneAddObject() adds the created cube to the scene. Its C++ syntax defined in tsxAPIxx.doc is;
  • void tsxSceneAddObject(tsxGNODE* pGNode,tsxBOOL bNoDraw)
  • pGNode tsxGNODE*: the object to be added
  • bNoDraw tsxBOOL: TRUE if the new object shouldn't be drawn within this function call
The type of the 2nd parameter is tsxBOOL. It is defined in a C++ header file tsxTypes.h of SDK for each tS as;
  • enum tsxBOOL { e_tsxFALSE = 0, e_tsxTRUE };
Replicating this, ptsxpydef1.py defines e_tsxFALSE and e_tsxTRUE as;

Code: Select all

e_tsxFALSE = 0
e_tsxTRUE = 1
We can use e_tsxFALSE without any explicit importing like the 2nd parameter of SceneAddObject() above. Most constants defined in tsxAPIxx.doc and C++ header files are defined in ptsxpydef1.py. The ptsxpy always imports ptsxpydef1.py. If anything defined in ptsxpydef1.py interferes/disturbs your script, you may change/replace ptsxpydef1.py. It's a plain text file.

Until this SceneAddObject() is called, the cube stays invisible (though some manipulation actions like move or scale can be done before visualize it). The SceneDraw() refreshes the view. Even in case you omit it, you can refresh the view by hand using View Control, etc.

Please note that calling SceneAddObject() is needed for each object and calling SceneDraw() once at the end of the script is enough.
Post Reply