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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 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 👍

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        • 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!!!!!!! 🤝

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                • 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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