Here's another revision, still the same problem. Not yet getting something crucial:
_Mins = [] _Maxs = [] function (__structure min, __structure max) main (__structure Points) { var result = new Object() if (Points != null) { for (var i=0; i < Points.length; ++i) { _Mins = [Math.min(Points[0][0], Points[i][0]), Math.min(Points[0][1], Points[i][1])]; } for (var j=0; j < Points.length; ++j) { _Maxs = [Math.max(Points[0][0], Points[j][0]), Math.max(Points[0][1], Points[j][1])]; } } result.min = _Mins; result.max = _Maxs; return result } On 5/10/11 11:05 PM, "Achim Breidenbach" <ac...@boinx.com> wrote: > Hi Jerry, > > First question: The "m=0" line belongs outside the for-loop for sure, > otherwise m will always be 0 or 1 for the following lines, alway > overwriting previouse stored _Mins and _Maxs. > > Also "m++" means increase m after evaluating the code line. In the > following line m is 1 and will be increase again. The result is that > in the _Mins array only the even idexes get set, and in the _Maxs the > odd indexes. I guess you want to change the first "m++" to just "m", > but then "m" goes with "i" which means that "m" is obsolete and can be > replaced by i. > > Best, > > Achim Breidenbach > Boinx Software > > On 11.05.2011, at 02:11, Jerry Smith <je...@sonsmi.com> wrote: > >> I realize this is double posting from this kineme forum thread: >> http://kineme.net/forum/Discussion/General/JavascriptMinMax >> >> Sorry. In the meantime I reduced the comp to the essential parts. I am >> trying to set up an approach to getting a bounding box (and eventually a >> cube) for polygons with arbitrary # of points. Comp uses Kineme Structure >> Tools and GL Tools. I have 3 questions in order of importance: >> >> 1. Re: getting the min/max from an array. This js (as well as the attempt >> using the iterator in the comp) only grabs the first and last points in the >> structure of 4 points. What am I doing wrong here: >> >> [javascript] >> _Mins = [] >> _Maxs = [] >> >> function (__structure min, __structure max) main (__structure Points) >> { >> var result = new Object() >> >> if (Points != null) { >> for (var i=0; i < Points.length; ++i) { >> m = 0 >> >> _Mins[m++] = [Math.min(Points[0][0], Points[i][0]), >> Math.min(Points[0][1], Points[i][1])]; >> _Maxs[m++] = [Math.max(Points[0][0], Points[i][0]), >> Math.max(Points[0][1], Points[i][1])]; >> >> } >> } >> result.min = _Mins; >> result.max = _Maxs; >> return result >> >> } >> [/javascript] >> >> 2. How can I send points in order to keep mesh corners from folding over? >> >> 3. In the number stats display, how can I truncate to decimal places and >> avoid the jumps caused by floating point error? >> >> <StructMinMax2.qtz> >> _______________________________________________ >> Do not post admin requests to the list. They will be ignored. >> Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) >> Help/Unsubscribe/Update your Subscription: >> http://lists.apple.com/mailman/options/quartzcomposer-dev/achim%40boinx.com >> >> This email sent to ac...@boinx.com > _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com