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    Snap object in mouse input

    PYTHON Development
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    • H
      Helper
      last edited by

      On 08/01/2013 at 09:41, xxxxxxxx wrote:

      Thanks NiklasR, excuse my bad English ... I would like to know how to snap the active object on another object...

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        On 08/01/2013 at 09:45, xxxxxxxx wrote:

        And what do you mean with "snapping it to another object"? To what part of the other object?
        The other objects' position, points, surface, or whatever?

        -Nik

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          On 08/01/2013 at 09:56, xxxxxxxx wrote:

          Surface 👍

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            On 08/01/2013 at 10:15, xxxxxxxx wrote:

            You need to use the c4d.utils.GeRayCollider class to find an intersection on the surface of the
            destination-object, intersected by the line defined by the mouse-position in global space and
            the camera position.

            op = doc.GetActiveObject()
                  op_next = op.GetNext()
                  if not op_next:
                      return True

            # Convert op_next to a polygon object.
                  # Simplified here, just for demonstration purpose.
                  op_next = op_next.GetCache()
                  if not op_next or not op_next.CheckType(c4d.Opolygon) :
                      print "Cache is not existent or is not a polygon object."
                      return True
                 
                  win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                  result, dx, dy, channel = win.MouseDrag()
                  while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                      mx += dx
                      my += dy            
             
                      cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion
                      if(axis == 1) :
                          cursorpos.x = 0
                      elif(axis == 2) :
                          cursorpos.y = 0                          #Constrain drawing along an axis based on the comboButton's value
                      elif(axis == 3) :
                          cursorpos.z = 0

            cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                      collider = c4d.utils.GeRayCollider()
                      collider.Init(op_next)

            length = 500000
                      direction = -(cam_pos - cursorpos).GetNormalized()

            did_intersect = collider.Intersect(cam_pos, direction, length)
                      if did_intersect:
                          position = collider.GetNearestIntersection()['hitpos']
                          print "Intersection at", position
                      else:
                          print "No intersection."
                          position = cursorpos

            doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                      op.SetAbsPos(position)
                      op.Message(c4d.MSG_UPDATE)

            c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                      result, dx, dy, channel = win.MouseDrag()

            -Nik

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              On 08/01/2013 at 10:25, xxxxxxxx wrote:

              what do you mean with surface snapping 🙂

              1. snap onto the polygon polygon centers, which is basically just a weighted
              point snapping. get the vectors between your snap position and  the points of your
              snapping objects, select the three shortest vectors out of that list, get the polygon,
              use the points to calc the center.

              2. actually snap onto the closest point on a polygon (in a retopo fashion). you would 
              have to dig yourself through this. i have actually done this once, but i cannot share
              the code but i still have the links i relied on then. you hvae basically do everything like
              for no. 1 and then solve the the closest point in triangle problem.

              http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
              http://www.gamedev.net/topic/552906-closest-point-on-triangle/
              http://www.blackpawn.com/texts/pointinpoly/default.html

              edit : ok that is also a way. i am usally not so good at this wrap your head arround math stuff, 
              but won't a camera 'normal' based snapping lead to funny results ?  the point which is sitting
              perpendicular on the viewplane does not have to be closest point, which at least I would
              associate with polygon snapping. i would call it view dependent obstacle snapping or something 
              like that 🙂 or am i missing something here (again) ?

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                On 08/01/2013 at 10:42, xxxxxxxx wrote:

                Hi Ferdinand,

                I'm not sure what you mean with "camera 'normal' based snappin lead to funny results". Possibly
                I just should get some sleep, but would you mind to elaborate a little bit more on what you are
                talking about? 🙂

                Thanks for the resources, I've always been interested into that topic but these links are new
                to me!

                -Nik

                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  On 08/01/2013 at 10:48, xxxxxxxx wrote:

                  Thank you so much for your help, now everything is much more understandable ^_^

                  Thanks NiklasR 👍 and Thanks littledevil 👍

                  1 Reply Last reply Reply Quote 0
                  • H
                    Helper
                    last edited by

                    On 08/01/2013 at 10:53, xxxxxxxx wrote:

                    as I already said this might be based on a misconeption of your code,
                    but this is what is was talking about. (awesome paint pic inc.) :

                    the red line is what your code will return for my understanding, the green line is
                    the closest point on surface. at least i would consider the red result as unwanted
                    or 'funny'.

                    edit : i hope this does make any sense for someone else than me 🙂

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      On 09/01/2013 at 11:33, xxxxxxxx wrote:

                      Originally posted by xxxxxxxx

                      You need to use the c4d.utils.GeRayCollider class to find an intersection on the surface of the
                      destination-object, intersected by the line defined by the mouse-position in global space and
                      the camera position.

                      op = doc.GetActiveObject()
                            op_next = op.GetNext()
                            if not op_next:
                                return True

                      # Convert op_next to a polygon object.
                            # Simplified here, just for demonstration purpose.
                            op_next = op_next.GetCache()
                            if not op_next or not op_next.CheckType(c4d.Opolygon) :
                                print "Cache is not existent or is not a polygon object."
                                return True
                           
                            win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                            result, dx, dy, channel = win.MouseDrag()
                            while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                                mx += dx
                                my += dy            
                       
                                cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion
                                if(axis == 1) :
                                    cursorpos.x = 0
                                elif(axis == 2) :
                                    cursorpos.y = 0                          #Constrain drawing along an axis based on the comboButton's value
                                elif(axis == 3) :
                                    cursorpos.z = 0

                      cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                                collider = c4d.utils.GeRayCollider()
                                collider.Init(op_next)

                      length = 500000
                                direction = -(cam_pos - cursorpos).GetNormalized()

                      did_intersect = collider.Intersect(cam_pos, direction, length)
                                if did_intersect:
                                    position = collider.GetNearestIntersection()['hitpos']
                                    print "Intersection at", position
                                else:
                                    print "No intersection."
                                    position = cursorpos

                      doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                                op.SetAbsPos(position)
                                op.Message(c4d.MSG_UPDATE)

                      c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                                result, dx, dy, channel = win.MouseDrag()

                      -Nik

                      I again disorder 🙂
                      I wanted that the active object changed the axis alignment, as the normal to the surfaced intersection?
                      example:

                      the current code

                      my request:

                      The axis changed by surface normal...

                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

                        On 09/01/2013 at 11:48, xxxxxxxx wrote:

                        What about trying it yourself? 😉
                        Slight tip: The dictionary returned by GeRayCollider.GetNearestIntersection() contains information
                        like what polygon was interesected. You can then compute the normal of that polygon and rotate
                        the destination object accordingly.

                        @ littledevil :
                        Well, we don't want the closes point on the surface, do we? I'm sorry, I don't see why the green
                        line is the one we would like to use instead of the red line.. :// I also don't get how you would
                        come to that green line, I don't see any relation to the camera position or view-direction or similar.

                        Hope that doesn't sound offending or so, because that was not my intention. I always
                        appreciate constructive criticism or questions. 🙂
                        Best,
                        -Niklas

                        1 Reply Last reply Reply Quote 0
                        • H
                          Helper
                          last edited by

                          On 09/01/2013 at 12:13, xxxxxxxx wrote:

                          NiklasR we are successful!🤝  Thank you for your precious help 🍺🍺

                          1 Reply Last reply Reply Quote 0
                          • H
                            Helper
                            last edited by

                            On 12/01/2013 at 03:43, xxxxxxxx wrote:

                            i have modified the  **op_next  **with Linkbox but... no work...
                            The object is not recognized...

                            I've never had much luck with the linkbox 😂

                            MY_LINKBOX = 100014

                            def CreateLayout(self) :
                                    self.GroupBegin(id=1000, flags=c4d.BFH_SCALEFIT, cols=1, rows=1)
                                    self.GroupBorderSpace(10, 10, 10, 10)
                                    self.element = self.AddStaticText(id=1001, flags=c4d.BFH_MASK, initw=120, name="Inserire Oggetto:", borderstyle=c4d.BORDER_NONE)
                                    self.linkBox = self.AddCustomGui(MY_LINKBOX, c4d.CUSTOMGUI_LINKBOX, "", c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, 0, 0)
                                    self.GroupEnd()
                                    return True

                            def MouseInput(self, doc, data, bd, win, msg) :
                                    mx = msg[c4d.BFM_INPUT_X]
                                    my = msg[c4d.BFM_INPUT_Y]
                             
                                    device = 0
                                    if msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSELEFT:
                                        device = c4d.KEY_MLEFT
                                    elif msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSERIGHT:
                                         device = c4d.KEY_MRIGHT
                                    else:
                                        return True

                            op = doc.GetActiveObject()
                                    op_next = self.linkBox.GetLink()
                                    if not op_next:
                            return True

                            win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                                    result, dx, dy, channel = win.MouseDrag()
                                    while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                                        mx += dx
                                        my += dy

                            cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion

                            cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                                        collider = c4d.utils.GeRayCollider()
                                        collider.Init(op_next)

                            length = 500000
                                        direction = -(cam_pos - cursorpos).GetNormalized()

                            did_intersect = collider.Intersect(cam_pos, direction, length)
                                        if did_intersect:
                                            position = collider.GetNearestIntersection()["hitpos"]
                                            print "Intersection at", position
                                        else:
                                            print "No intersection."
                                            position = cursorpos

                            doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                                        op.SetAbsPos(position)
                                        op.Message(c4d.MSG_UPDATE)

                            c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                                        result, dx, dy, channel = win.MouseDrag()

                            1 Reply Last reply Reply Quote 0
                            • H
                              Helper
                              last edited by

                              On 12/01/2013 at 07:22, xxxxxxxx wrote:

                              try :

                              op_next = self.linkBox.GetLink(c4d.documents.GetActiveDocument(), c4d.Obase)
                              
                              1 Reply Last reply Reply Quote 0
                              • H
                                Helper
                                last edited by

                                On 12/01/2013 at 09:11, xxxxxxxx wrote:

                                Originally posted by xxxxxxxx

                                try :

                                op_next = self.linkBox.GetLink(c4d.documents.GetActiveDocument(), c4d.Obase)

                                "object has no attribute 'linkBox'"....  
                                I am beginning to think that linkbox they hate me 😂

                                Thanks littledevil, you are a generous person, always ready to help all friends in this forum 👍

                                1 Reply Last reply Reply Quote 0
                                • H
                                  Helper
                                  last edited by

                                  On 12/01/2013 at 10:37, xxxxxxxx wrote:

                                  could be some kind of call order problem. try something like this

                                  class myclass(c4d.Something) :
                                  	def __init__(self) :
                                  		self.linkBox = None
                                  	
                                  	def CreateLayout(self, *args) :
                                  		self.linkBox = Something
                                  	
                                  	def AnotherMethod(self) :
                                  		if (not self.linkBox) :
                                  			return False
                                  		else:
                                  			x = self.linkBox.Do(blah)
                                  

                                  MouseInput might be called the first time before CreateLayout has been called and as you 
                                  haven't defined linkBox as a variable in the class constructor it does not yet exist at that point.

                                  1 Reply Last reply Reply Quote 0
                                  • H
                                    Helper
                                    last edited by

                                    On 12/01/2013 at 12:08, xxxxxxxx wrote:

                                    littledevil, i have pasted the entire code. 
                                    You can control it and correct it?
                                    I would like to understand where I'm wrong ...
                                    Thanks for your help 🍺

                                    import os
                                    import sys
                                    import c4d
                                    from c4d import plugins, utils, bitmaps, gui, documents
                                     
                                    PLUGIN_ID = 10000008 # THIS id IS FOR TESTING PUPOSES ONLY!!!
                                     
                                    #for GeLoadString values must match with the header file
                                    IDS_ESTENSIONE = 100000
                                    MY_LINKBOX = 100015
                                      
                                      
                                    class SettingsDialog(gui.SubDialog) :
                                     
                                     
                                        def CreateLayout(self) :
                                            self.GroupBegin(id=1000, flags=c4d.BFH_SCALEFIT, cols=1, rows=1)
                                            self.GroupBorderSpace(10, 10, 10, 10)
                                            self.element = self.AddStaticText(id=1001, flags=c4d.BFH_MASK, initw=120, name="Inserire Oggetto:", borderstyle=c4d.BORDER_NONE)
                                     **        self.linkBox = self.AddCustomGui(MY_LINKBOX, c4d.CUSTOMGUI_LINKBOX, "", c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, 0, 0)**
                                      
                                    		
                                    		
                                            self.GroupEnd()
                                            return True
                                        def InitValues(self) :
                                            
                                            return True
                                     
                                        def Command(self, id, msg) :
                                     
                                            return True
                                     
                                    class Caleidos(plugins.ToolData) :
                                      
                                        def __init__(self) :
                                            self.data = 0
                                      
                                        def KeyboardInput(self, doc, data, bd, win, msg) :
                                            key = msg.GetLong(c4d.BFM_INPUT_CHANNEL)
                                            cstr = msg.GetString(c4d.BFM_INPUT_ASC)
                                            if key==c4d.KEY_ESC:
                                                #do what you want            
                                                #return True to signal that the key is processed
                                                return True
                                            return False
                                     
                                     
                                        def MouseInput(self, doc, data, bd, win, msg) :
                                    	
                                    		if msg.GetLong(c4d.BFM_INPUT_CHANNEL)==c4d.BFM_INPUT_MOUSELEFT:
                                    			print "Begin Mouse Left Pressed"
                                    			while True:
                                    			
                                    				bc = c4d.BaseContainer()
                                    				if gui.GetInputState(c4d.BFM_INPUT_MOUSE, c4d.BFM_INPUT_MOUSELEFT, bc) :
                                    					if bc.GetLong(c4d.BFM_INPUT_CHANNEL)==c4d.BFM_INPUT_MOUSELEFT:
                                    						print "Mouse Left Pressed"
                                    			
                                    						mx = msg[c4d.BFM_INPUT_X]
                                    						my = msg[c4d.BFM_INPUT_Y]
                                    				 
                                    						device = 0
                                    						if msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSELEFT:
                                    							device = c4d.KEY_MLEFT
                                    						elif msg[c4d.BFM_INPUT_CHANNEL]==c4d.BFM_INPUT_MOUSERIGHT:
                                    							 device = c4d.KEY_MRIGHT
                                    						else:
                                    							return True
                                      
                                    							
                                    						doc.GetActiveObject()
                                    						doc.StartUndo() 
                                    						myobject = **self.linkBox.GetLink()**
                                      
                                      
                                    						op = myobject
                                    						op_next = doc.GetActiveObject()
                                    						
                                    						win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                                    						result, dx, dy, channel = win.MouseDrag()
                                    						while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                                    							mx += dx
                                    							my += dy            
                                      
                                    							cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion
                                    							cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                                    							collider = c4d.utils.GeRayCollider()
                                    							collider.Init(op_next)
                                    							length = 500000
                                    							direction = -(cam_pos - cursorpos).GetNormalized()
                                    							did_intersect = collider.Intersect(cam_pos, direction, length)
                                    							if did_intersect:
                                    								position = collider.GetNearestIntersection()["hitpos"]
                                    								print "Intersection at", position
                                    							else:
                                    								print "No intersection."
                                    								position = cursorpos
                                    							doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                                    							op.SetAbsPos(position)
                                    							op.Message(c4d.MSG_UPDATE)  
                                    							c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                                    							result, dx, dy, channel = win.MouseDrag()
                                       						if not bc.GetBool(c4d.BFM_INPUT_VALUE) : break
                                    			print "End Mouse Left Pressed"
                                        def AllocSubDialog(self, bc) :
                                            return SettingsDialog(self.data) #always return new instance(self.data)
                                     
                                     
                                      
                                    if __name__ == "__main__":
                                        bmp = bitmaps.BaseBitmap()
                                        dir, file = os.path.split(__file__)
                                        fn = os.path.join(dir, "res", "Icon.tif")
                                        bmp.InitWith(fn)
                                        plugins.RegisterToolPlugin(id=PLUGIN_ID, str="Caleidos",info=0, icon=bmp, help="Statusbar Text",dat=Caleidos())
                                      
                                    
                                    
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                                    • H
                                      Helper
                                      last edited by

                                      On 12/01/2013 at 13:03, xxxxxxxx wrote:

                                      this obviously won't work. i think you do not really understand what self means in python.
                                      it is similar to this in c# or java. it is a referecne to the actual instance of the class from which
                                      the code is being executed from. you are doing more or less this :

                                      class clsA() :
                                      	def __init__(self, x) :
                                      		self.X = x
                                        
                                      class clsB() :
                                      	def someMethod() :
                                      		# raises a runtime error as class b does not have a memeber called X
                                      		print self.X
                                      

                                      you have either make your dialog class instance a globally available variable (but this
                                      could be considered as really bad style) :

                                      class clsA() :
                                          def __init__(self, x) :
                                              self.X = x
                                        
                                      class clsB() :
                                          def do (self, classAinstance) :
                                              print classAinstance.X
                                             
                                      def main() :
                                          A = clsA()
                                          B = clsB()
                                          B.do(A)
                                      

                                      or you have to make an instance of your GeDialog class a memeber of your
                                      ToolData class.

                                      class ToolDataClass() :
                                          def __init__(self) :
                                              self.dialog = None
                                              self.data = None
                                          
                                          def doSomething(self) :
                                              if (self.dialog) :
                                                  print self.Dialog.linkBox.GetLink(document, c4d.Obase)
                                              else:
                                                  print 'dialog has not been raised yet.'
                                              
                                          def AllocSubDialog(self, bc) :
                                              self.Dialog = SettingsDialog(self.data)
                                              return self.Dialog
                                      

                                      edit : fixed a typo,  should be if (self.dialog) : of course and not if(self.data) :

                                      1 Reply Last reply Reply Quote 0
                                      • H
                                        Helper
                                        last edited by

                                        On 12/01/2013 at 14:28, xxxxxxxx wrote:

                                        Originally posted by xxxxxxxx

                                        or you have to make an instance of your GeDialog class a memeber of your
                                        ToolData class.

                                        class ToolDataClass() :
                                            def __init__(self) :
                                                self.dialog = None
                                                self.data = None
                                            
                                            def doSomething(self) :
                                                if (self.dialog) :
                                                    print self.Dialog.linkBox.GetLink(document, c4d.Obase)
                                                else:
                                                    print 'dialog has not been raised yet.'
                                                
                                            def AllocSubDialog(self, bc) :
                                                self.Dialog = SettingsDialog(self.data)
                                                return self.Dialog
                                        

                                        edit : fixed a typo,  should be if (self.dialog) : of course and not if(self.data) :

                                        Work!!! I succeeded! littledevil Thanks!!!!!!! 🤝

                                        1 Reply Last reply Reply Quote 0
                                        • H
                                          Helper
                                          last edited by

                                          On 19/07/2013 at 09:28, xxxxxxxx wrote:

                                          Originally posted by xxxxxxxx

                                          You need to use the c4d.utils.GeRayCollider class to find an intersection on the surface of the
                                          destination-object, intersected by the line defined by the mouse-position in global space and
                                          the camera position.

                                          op = doc.GetActiveObject()
                                                op_next = op.GetNext()
                                                if not op_next:
                                                    return True

                                          # Convert op_next to a polygon object.
                                                # Simplified here, just for demonstration purpose.
                                                op_next = op_next.GetCache()
                                                if not op_next or not op_next.CheckType(c4d.Opolygon) :
                                                    print "Cache is not existent or is not a polygon object."
                                                    return True
                                               
                                                win.MouseDragStart(button=device, mx=int(mx), my=int(my), flags=c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE)
                                                result, dx, dy, channel = win.MouseDrag()
                                                while result==c4d.MOUSEDRAGRESULT_CONTINUE:
                                                    mx += dx
                                                    my += dy            
                                           
                                                    cursorpos = bd.SW(c4d.Vector(mx,my,500))     #screen to world conversion
                                                    if(axis == 1) :
                                                        cursorpos.x = 0
                                                    elif(axis == 2) :
                                                        cursorpos.y = 0                          #Constrain drawing along an axis based on the comboButton's value
                                                    elif(axis == 3) :
                                                        cursorpos.z = 0

                                          cam_pos = bd.GetSceneCamera(doc).GetAbsPos()
                                                    collider = c4d.utils.GeRayCollider()
                                                    collider.Init(op_next)

                                          length = 500000
                                                    direction = -(cam_pos - cursorpos).GetNormalized()

                                          did_intersect = collider.Intersect(cam_pos, direction, length)
                                                    if did_intersect:
                                                        position = collider.GetNearestIntersection()['hitpos']
                                                        print "Intersection at", position
                                                    else:
                                                        print "No intersection."
                                                        position = cursorpos

                                          doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
                                                    op.SetAbsPos(position)
                                                    op.Message(c4d.MSG_UPDATE)

                                          c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_ANIMATION)
                                                    result, dx, dy, channel = win.MouseDrag()

                                          -Nik

                                          an example for snap on point object? thanks 🙂

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                                          • H
                                            Helper
                                            last edited by

                                            On 30/08/2013 at 07:08, xxxxxxxx wrote:

                                            Originally posted by xxxxxxxx

                                            What do you mean with "the snap does not work"? You are not even trying to snap the
                                            object, just setting it to the cursor position.

                                            joint.SetAbsPos(cursorpos)

                                            If you want to to snap to a grid with a spacing of 50 units (just for the sake of example), you
                                            need to adjust the position vector.

                                            def snap_value(value, step) :
                                                  rest = value % step
                                                  on_grid = value - rest

                                            if rest / float(step) >= 0.5:
                                                      on_grid += step

                                            return on_grid

                                            def snap_grid(vector, gridsize) :
                                                  vector = c4d.Vector(vector)
                                                  vector.x = snap_value(vector.x, gridsize)
                                                  vector.y = snap_value(vector.y, gridsize)
                                                  vector.z = snap_value(vector.z, gridsize)
                                                  return vector

                                            # ...

                                            gridsize = 50
                                              position = snap_grid(cursorpos)
                                              joint.SetAbsPos(position)

                                            See the full code here.

                                            -Niklas

                                            HI NiklasR How do you adjust the cursor position for snap points ? 🙂

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