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    Snap object in mouse input

    PYTHON Development
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    • 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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                          • H
                            Helper
                            last edited by

                            On 08/09/2013 at 16:07, xxxxxxxx wrote:

                            Originally posted by xxxxxxxx

                            an example for snap on point object? thanks 🙂

                            Assuming you have a coordinate in 3D space, you can just use the nearest mesh point and maybe
                            check if the point is within the snap radius.

                                import c4d
                            
                                
                            
                                def snap_point(point, radius, obj) :
                            
                                    """
                            
                                    Calculate the snapping point from a coordinate in 3D space
                            
                                    to a point object within the defined \*radius\*. Requires
                            
                                    the \*point\* in global space.
                            
                                    """
                            
                                
                            
                                    mg = obj.GetMg()
                            
                                    points = obj.GetAllPoints()
                            
                                    point = ~mg \* point
                            
                                    radius \*\*= 2
                            
                                
                            
                                    nearest = None
                            
                                    for p in points:
                            
                                        delta = (p - point).GetLengthSquared()
                            
                                        if delta <= radius and (not nearest or nearest[1] > delta) :
                            
                                            nearest = p, delta
                            
                                
                            
                                    if nearest:
                            
                                        point = nearest[0]
                            
                                    return point
                            
                                
                            
                                def main() :
                            
                                    p = c4d.Vector(102, 99, 97)
                            
                                    print snap_point(p, 10, op)
                            
                                
                            
                                main()
                            
                              
                            
                            
                            Best regards,
                            
                            -Niklas
                            
                            1 Reply Last reply Reply Quote 0
                            • H
                              Helper
                              last edited by

                              On 08/09/2013 at 16:10, xxxxxxxx wrote:

                              Originally posted by xxxxxxxx

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

                              You can not "adjust" the cursor position, the cursor is where the mouse points it to. There is also
                              a snapping mode for snapping to object points, so what exactly do you need?

                              Cheers,
                              -Niklas

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