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    Snap object in mouse input

    PYTHON Development
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    • 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())
                
              
              
              1 Reply Last reply Reply Quote 0
              • 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 🙂

                    1 Reply Last reply Reply Quote 0
                    • 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 ? 🙂

                      1 Reply Last reply Reply Quote 0
                      • 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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