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3 changes: 1 addition & 2 deletions .github/PULL_REQUEST_TEMPLATE.md
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Check these if you believe they are true

- [ ] The codebase is in a better state after this PR
- [ ] Is documented according to the [standards](https://github.com/DynamoDS/Dynamo/wiki/Coding-Standards)
- [ ] The level of testing this PR includes is appropriate
- [ ] User facing strings, if any, are extracted into `*.resx` files
- [ ] All tests pass using the self-service CI.
- [ ] Snapshot of UI changes, if any.
- [ ] Changes to the API follow [Semantic Versioning](https://github.com/DynamoDS/Dynamo/wiki/Dynamo-Versions) and are documented in the [API Changes](https://github.com/DynamoDS/Dynamo/wiki/API-Changes) document.
- [ ] This PR modifies some build requirements and the readme is updated
- [ ] This PR contains no files larger than 50 MB
- [ ] This PR introduces new feature code involve network connecting and is tested with no-network mode.

### Release Notes

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1 change: 1 addition & 0 deletions .github/copilot-instructions.md
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If a user commits a new method that is marked [IsVisibleInDynamoLibrary(true)], this indicates the addition of a new node. Another way a user might indicate that they have added a new node is in the commit message. When a new node is added as part of a commit, verify if the appropriate documentation is included. This documentation includes at least 3 files that have the method name in them, but might have additional words. These files are a .dyn, .md, and .jpg. If these files are not part of the commit, alert the user that changes are required and they need to produce this documentation.
5 changes: 3 additions & 2 deletions .github/workflows/auto_cherrypick.yml
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else
BRANCH_NAME="RC${MILESTONE}_master"
fi
echo "Branch name: $BRANCH_NAME"
echo "Branch Name: $BRANCH_NAME"
echo "BRANCH_NAME=$BRANCH_NAME" >> "$GITHUB_OUTPUT"
BRANCH_URL="https://api.github.com/repos/${{ github.repository }}/branches/RC${{ steps.check_constants.outputs.milestone }}.0_master"
BRANCH_URL="https://api.github.com/repos/${{ github.repository }}/branches/$BRANCH_NAME"
echo "Branch URL: $BRANCH_URL"
branch_response=$(curl -s -o /dev/null -w "%{http_code}" -H "Authorization: token ${{ secrets.GITHUB_TOKEN }}" $BRANCH_URL)
echo $branch_response
if [ $branch_response -eq 200 ]; then
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## Podrobnosti
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
Uzel ByPointsIndexGroups vrátí síť podle vstupních vrcholů jako body a vstupní indexy. V následujícím příkladu je vytvořena čtyřstranná síť pomocí čtyř bodů a objektu IndexGroup se čtyřmi indexy.
___
## Vzorový soubor

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## Podrobnosti
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
Uzel 'Mesh.ByPointsIndices' přijímá seznam bodů, které představují vrcholy trojúhelníků sítě, a seznam indexů, které představují způsob, jakým je síť sešita, a vytvoří novou síť. Vstup 'points' by měl být plochý seznam jedinečných vrcholů v síti. Vstup 'indices' by měl být plochý seznam celých čísel. Každá sada tří celých čísel označuje trojúhelník v síti. Celá čísla určují index vrcholu v seznamu vrcholů. Vstup indexů by měl být indexovaný 0, přičemž první bod seznamu vrcholů by měl mít index 0.

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
V níže uvedeném příkladu je pomocí uzlu 'Mesh.ByPointsIndices' vytvořena síť pomocí seznamu devíti „bodů“ a seznamu 36 „indexů“, které určují kombinaci vrcholů pro každý z 12 trojúhelníků sítě.

## Vzorový soubor

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## Im Detail
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
ByPointsIndexGroups gibt ein Netz basierend auf Eingabescheitelpunkten als Punkte und Eingabeindizes zurück. Im folgenden Beispiel wird ein vierseitiges Netz mit vier Punkten und einem IndexGroup-Objekt mit vier Indizes erstellt.
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## Beispieldatei

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## Im Detail
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
`Mesh.ByPointsIndices` erstellt anhand einer Liste mit `Points`, die die `vertices` der Netzdreiecke repräsentieren, und einer Liste mit `indices`, die darstellen, wie das Netz zusammengefügt wird, ein neues Netz. Die Eingabe `points` muss eine einfache Liste eindeutiger Scheitelpunkte im Netz sein. Die Eingabe `indices` muss eine einfache Liste mit Ganzzahlen sein. Jeder Satz mit drei Ganzzahlen bezeichnet ein Dreieck im Netz. Die Ganzzahlen geben den Index des Scheitelpunkts in der Scheitelpunktliste an. Die Eingabe indices muss 0-indiziert sein, wobei der erste Punkt der Scheitelpunktliste den Index 0 aufweisen muss.

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
Im folgenden Beispiel wird ein `Mesh.ByPointsIndices`-Block verwendet, um ein Netz anhand einer Liste mit neun `points` und einer Liste mit 36 `indices` zu erstellen, wobei die Scheitelpunktkombination für jedes der 12 Dreiecke des Netzes angegeben wird.

## Beispieldatei

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## En detalle:
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
## En detalle
ByPointsIndexGroups devolverá una malla basada en los vértices de entrada como puntos e índices de entrada. En el ejemplo siguiente, se crea una malla de cuatro lados con cuatro puntos y un IndexGroup de cuatro índices.
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## Archivo de ejemplo

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## En detalle
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
`Mesh.ByPointsIndices` utiliza una lista de puntos, que representan los vértices de los triángulos de la malla, y una lista de índices, que representan cómo se une la malla, y crea una nueva malla. La entrada `points` debe ser una lista plana de vértices únicos en la malla. La entrada `indices` debe ser una lista plana de enteros. Cada conjunto de tres enteros designa un triángulo en la malla. Los enteros especifican el índice del vértice en la lista de vértices. La entrada `indices` debe estar indexada a 0, con el primer punto de la lista de vértices con el índice 0.

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
En el ejemplo siguiente, se utiliza un nodo `Mesh.ByPointsIndices` para crear una malla mediante una lista de nueve puntos y una lista de 36 índices, que especifican la combinación de vértices para cada uno de los 12 triángulos de la malla.

## Archivo de ejemplo

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## Description approfondie
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
ByPointsIndexGroups renvoie un maillage basé sur des sommets entrés sous forme de points et des index entrés. Dans l'exemple ci-dessous, un maillage à quatre côtés est créé avec quatre points et un IndexGroup de quatre index.
___
## Exemple de fichier

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## Profondeur
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
'Mesh.ByPointsIndices' prend une liste de 'Points', représentant les 'sommets' des triangles de maillage et une liste contenant des 'index', représentant la façon dont le maillage est assemblé, et crée un nouveau maillage. L'entrée 'points' doit être une liste simple de sommets uniques dans le maillage. L'entrée 'index' doit être une liste simple d'entiers. Chaque ensemble de trois entiers désigne un triangle dans le maillage. Les entiers spécifient l'index du sommet dans la liste des sommets. L'entrée d'index doit être indexée à 0, le premier point de la liste des sommets ayant l'index 0.

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
Dans l'exemple ci-dessous, un noeud 'Mesh.ByPointsIndices' est utilisé pour créer un maillage à l'aide d'une liste de neuf 'points' et d'une liste de 36 'index', en spécifiant la combinaison de sommets pour chacun des 12 triangles du maillage.

## Exemple de fichier

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## In profondità
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
ByPointsIndexGroups restituirà una mesh in base ai vertici di input come punti e indici di input. Nell'esempio seguente, viene creata una mesh a quattro lati con quattro punti e un IndexGroup di quattro indici.
___
## File di esempio

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## In profondità
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
`Mesh.ByPointsIndices` utilizza un elenco di `Points`, che rappresentano i `vertices` dei triangoli della mesh, e un elenco di `indices`, che rappresentano il modo in cui la mesh viene unita insieme, e crea una nuova mesh. L'input `points` deve essere un elenco semplice di vertici univoci nella mesh. L'input `indices` deve essere un elenco semplice di numeri interi. Ogni gruppo di tre numeri interi indica un triangolo nella mesh. I numeri interi specificano l'indice del vertice nell'elenco dei vertici. L'input indices deve essere indicizzato in base 0, dove il primo punto dell'elenco dei vertici ha l'indice 0.

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
Nell'esempio seguente, viene utilizzato un nodo `Mesh.ByPointsIndices` per creare una mesh utilizzando un elenco di nove `points` e un elenco di 36 `indices`, specificando la combinazione di vertici per ciascuno dei 12 triangoli della mesh.

## File di esempio

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## 詳細
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
ByPointsIndexGroups は、Point として入力された頂点と、入力されたインデックスに基づいて Mesh を返します。次の例では、4 つの Point と、4 つのインデックスの IndexGroup で、4 辺の Mesh が作成されています。
___
## サンプル ファイル

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## 詳細
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
`Mesh.ByPointsIndices` は、三角形のメッシュにおける `vertices` を表す `Points` のリストと、メッシュのステッチ方法を表す `indices` のリストを受け取り、新しいメッシュを作成します。`points` 入力は、メッシュ内における一意の頂点のフラット リストである必要があります。`indices` 入力は整数のフラット リストである必要があります。3 つの整数の各セットは、メッシュ内の三角形を表します。その整数は、vertices リスト内の頂点のインデックスを指定します。indices 入力はゼロから始まり、vertices リストにおける最初の点のインデックスはゼロである必要があります。

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
次の例では、`Mesh.ByPointsIndices` ノードを使用して、9 個の `points` リストと 36 個の `indices` のリストを使用してメッシュを作成しています。この `indices` リストは、メッシュの 12 個の各三角形における頂点の組み合わせを指定します。

## サンプル ファイル

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## 상세
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
ByPointsIndexGroups는 입력된 정점과 색인을 기반으로 메쉬를 반환합니다. 아래 예제에서는 4개의 점과 4개의 색인으로 구성된 IndexGroup을 사용하여 네 면으로 이루어진 메쉬를 작성합니다.
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## 예제 파일

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## 상세
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
'Mesh.ByPointsIndices'는 메쉬 삼각형의 `정점`을 나타내는 `점` 리스트와 메쉬가 함께 스티치되는 방식을 나타내는 `색인` 리스트를 사용하여 새 메쉬를 작성합니다. `점` 입력은 메쉬를 구성하는 고유한 정점의 단순 리스트여야 합니다. `색인` 입력은 정수로 이루어진 단순 리스트여야 합니다. 3개의 정수 집합은 각각 메쉬에서 삼각형을 지정합니다. 정수는 정점 리스트에서 정점의 색인을 지정합니다. 색인은 0부터 시작해야 하며 정점 리스트의 첫 번째 점은 색인이 0이어야 합니다.

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
아래 예제에서는 `Mesh.ByPointsIndices` 노드를 사용하여 메쉬를 작성합니다. 이때 9개의 `점` 리스트와 36개의 `색인` 리스트를 사용하며, 이 색인 리스트는 메쉬를 구성하는 12개의 삼각형 각각에 대한 정점 조합을 지정합니다.

## 예제 파일

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## Informacje szczegółowe
ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
Węzeł ByPointsIndexGroups zwraca siatkę (Mesh) na podstawie wierzchołków wejściowych podanych jako punkty i indeksy wejściowe. W poniższym przykładzie tworzona jest siatka czterostronna za pomocą czterech punktów (Points) i czterech indeksów podanych jako IndexGroup.
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## Plik przykładowy

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## Informacje szczegółowe
`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
Węzeł `Mesh.ByPointsIndices` pobiera listę punktów (`Points`) reprezentujących wierzchołki `vertices` trójkątów siatki oraz listę indeksów `indices` reprezentującą sposób zszywania siatki i tworzy nową siatkę. Pozycja danych wejściowych `points` powinna być płaską listą unikatowych wierzchołków w siatce. Pozycja danych wejściowych `indices` powinna być płaską listą liczb całkowitych. Każdy zestaw trzech liczb całkowitych wyznacza trójkąt w siatce. Liczby całkowite określają indeks wierzchołka na liście wierzchołków. Dane wejściowe indeksów powinny być indeksowane od 0 i pierwszy punkt listy wierzchołków powinien mieć indeks 0.

In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
W poniższym przykładzie węzeł `Mesh.ByPointsIndices` tworzy siatkę przy użyciu listy dziewięciu punktów, `points`, i listy 36 indeksów, `indices`, określających kombinację wierzchołków dla każdego z 12 trójkątów siatki.

## Plik przykładowy

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