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I apologize for opening a new thread, but I guess I should asked first how to subscribe to this list before sending questions!. I think I subscribed correctly this time.
Sounds like you want to first use the Combine operator (Path>Combine or Ctrl+k) on several selected objects using the select tool (F1). Then, using the node editing tool (F2), select a pair of endpoints that you want to join and use the third and fourth buttons from the Tool Controls bar (they have a green downward arrow).
Yes it worked, but I think I will do for the difficult part most of the time I have about 500-1000 nodes to connect. Is not efficient at all to do by hand.
Ouch. That is difficult, but here are some ideas:
- Work out what all the paths you want to join have in common (e.g. they all have a "stroke:#00FFFF" string in the style attribute).
- Sort the objects so all the <path>s to combine are in one spot.
- If the endpoints of two separate parts of the path are at the same co-ordinate, you may be able to join them. Paths `d" element get pretty complicated, so you may prefer to use something like librsvg to do some of the parsing.
Correct, I have to deal with that d element, please give me a little bit more information about that librsvg,
Let me give an example and see if I understand correctly.
There is a square (the polygon) with co-ordinates ((0,0),(0,2),(2,2),(2,0)). Call this A.
There is a `triangle" represented by the path ((0,2),(1,4),(2,2)). Call this B.
You want to end up with a square A and a triangle B, both closed paths (polygons).
I think this will work:
- Duplicate A. Call the duplicate A2.
- Union A2 and B. You now have a square A and a closed (irregular) pentagon B.
- Duplicate A. Call this duplicate A3.
- Bring B to the front (i.e. above A3).
- Difference A3 and B. You now have a square A and a closed triangle B.
This is just off the top of my head, I haven"t checked it.
-trent
Yes, this is a good example how to solve, but I am still with some problems, they are similar than my previous problem. I have to do this for 500 objects, this wouldn't be so bad if duplicating objects woudln't give me an offset (when I duplicare and objec it always have a different position than the original). But your answer gave me a very interesting challenge, (that I havent seen in any other graphics editor). Is there a posibility to implement a scripting language for this editor?. Has somebody asked for something like that?. I mean, instead of doing single operations. Is there any posibility to do complicated boolean operations in one single step, defining the operators and variables (suppose that the selected objects are A and B), and then just running: C=A; D= A U C; R= D - A; print;
probably the best way to implement such a scrpting language would be in a lisp style.
Anyway, and sorry for the disgression.