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    Dynamic automated handle interface

    Cinema 4D SDK
    python
    3
    7
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    • mfersaouiM
      mfersaoui
      last edited by mfersaoui

      Hi,
      I want to create automated handle interface to controlling the size (width, height and depth) of an object inside the hierarchy of plugin object cache, this child object can be rotated separately and to adapt the HandleInfo.direction to this object depend on his rotation I made the following function "axis(self, op)". The function works, but I'm searching the better way to do the same thing. also to adapt this function for an unlimited rotation.

      def axis(self, op):
          pitch   = int(math.degrees(op[c4d.MY_OBJECT_PITCH]))
          rot     = int(math.degrees(op[c4d.MY_OBJECT_ROTATION]))
          
          if rot in range(-90, -45) or rot in range(225, 270):             
              if pitch in range(-45, 45):
                  axis = 0
              elif pitch in range(-225, -135) or pitch in range(135, 225):
                  axis = 1
              elif pitch in range(-135, -45):
                  axis = 3 
              elif pitch in range(45, 135) or pitch in range(-270, -224):
                  axis = 2
              else:
                  axis = 0
          elif rot in range(-45, 45):
              if pitch in range(-45, 45):
                  axis = 4
              elif pitch in range(-225, -135) or pitch in range(135, 225):
                  axis = 5
              elif pitch in range(-135, -45):
                  axis = 13  
              elif pitch in range(45, 135) or pitch in range(-270, -225):
                  axis = 12
              else:
                  axis = 4
          elif rot in range(45, 135):
              if pitch in range(-45, 45):
                  axis = 11
              elif pitch in range(-225, -135) or pitch in range(135, 225):
                  axis = 10
              elif pitch in range(-135, -45):
                  axis = 23 
              elif pitch in range(45, 135) or pitch in range(-270, -225):
                  axis = 22
              else:
                  axis = 1
          elif rot in range(135, 225):
              if pitch in range(-45, 45):
                  axis = 15
              elif pitch in range(-225, -135) or pitch in range(135, 225):
                  axis = 14 
              elif pitch in range(-135, -45):
                  axis = 33  
              elif pitch in range(45, 135) or pitch in range(-270, -225):
                  axis = 32
              else:
                  axis = 5
          else:
              axis = 0
      
          return axis
      
      def SwapPoint(self, op, p, axis):
          if axis == 0 :
              return c4d.Vector(-p.z, p.y, p.x)
          elif axis == 1 :
              return c4d.Vector(p.z, -p.y, p.x)
          ...
          return p
      def GetHandle(self, op, handle_index, info):
          axis = self.axis(op)
      
          info.type = c4d.HANDLECONSTRAINTTYPE_LINEAR;
          info.direction = self.SwapPoint(op, info.direction, axis)
      

      Thanks.

      1 Reply Last reply Reply Quote 0
      • ManuelM
        Manuel
        last edited by

        Hi,

        of an object inside the hierarchy of plugin object cache

        that part is not clear for me, are you talking about the cache of a child of your plugin's objectData or the cache of the object data itself ?

        You seem to have issue with handling the handlers, did you checked our example on github : Round Tube ?
        SetHandle, GetHandle, GetHandleCount, Draw` must be implemented.

        Inside the GetHandle function you can set the HandleInfo to spherical using that symbol : HANDLECONSTRAINTTYPE_SPHERICAL

        About the unlimited rotation, i don't see the point to do that.

        Cheers,
        Manuel

        MAXON SDK Specialist

        MAXON Registered Developer

        mfersaouiM 1 Reply Last reply Reply Quote 0
        • mfersaouiM
          mfersaoui @Manuel
          last edited by

          @m_magalhaes
          Hi,
          Bellow a simple example of plugin's objectData to illustrate what I want to do:

          def GetVirtualObjects(self, op, hh):
              dirty = op.CheckCache(hh) or op.IsDirty(c4d.DIRTY_DATA)
              
              if not dirty:
                  return op.GetCache(hh)
          
              data = op.GetDataInstance()
              if data is None:
                  c4d.BaseObject(c4d.Onull)
          
          
              pitch  = data.GetFloat(c4d.MY_OBJECT_PITCH)
              rot    = data.GetFloat(c4d.MY_OBJECT_ROTATION)
          
          
              container = c4d.BaseObject(c4d.Onull)
          
              head_obj = c4d.BaseObject(c4d.Ocube)
              body_obj = c4d.BaseObject(c4d.Ocube)
          
              ...
          
              head_obj.SetParameter(c4d.DescID(c4d.ID_BASEOBJECT_REL_ROTATION), c4d.Vector(math.radians(rot), math.radians(pitch), 0), c4d.DESCFLAGS_SET_0)
              
              head_obj.InsertUnder(container)
              body_obj.InsertUnder(container)
          
              return container
          

          The object in question here is the head_obj, I have successfully created the handle points to control the width, height and depth of the head_obj. and to pin the handle points depending on the head_obj rotation I used the solution from this post:
          https://developers.maxon.net/forum/topic/12347/how-to-calculate-a-rectangle-corners-position-depending-on-her-rotation

          The remaining problem it was to adapting the info.direction Vector depending on the head_obj rotation, so I have created the function axis() (see above in my main question).
          this function works but I'm just searching better way to create same function.

          1 Reply Last reply Reply Quote 0
          • ferdinandF
            ferdinand
            last edited by ferdinand

            Hi,

            I also struggle a bit understanding what you are actually doing, but here are some suggestions anyways:

            1. Do not use conditions like this rot in range(45, 135), because of their horrible time-complexity (which is linear with the range you are testing). Use something like 45 <= rot < 135 [1] instead (which is constant). Considering how often you use that type of condition and how often Cinema will query the handles of an object and the fact that there can be multiple objects of your plugin in a scene, this easily could mean an extra 100 000 instructions per second.
            2. As already stated, I find it hard to untangle all these magic numbers without any explanation, but from what I get, you are interested in the relation of two angles, right?. One way to simplify things could be to interpret your angles as unit rotation vectors an then interpret the dot product between these two. By using operations like abs and mod on your result, you can probably cut down the number of conditions significantly (assuming that there are some symmetries in your conditions).

            Cheers,
            zipit

            [1] But your probably meant 45 <= rot <= 135, which would be rot in range(45, 136) in your form.

            MAXON SDK Specialist
            developers.maxon.net

            1 Reply Last reply Reply Quote 0
            • ManuelM
              Manuel
              last edited by Manuel

              hi,

              I've created this example :
              The first thing to do is to build an object without handle. Just create your parameters, and use them.
              After that you can implement the handle that will changes those parameters. (and changing the parameter will change the handle).

              I have a Float that will server me to store the rotation of the body, only on the Y axis, that's why I only need one float.
              For the head, i'll store that in a vector.

              The same idea must be done for scaling.

              
              import math
              import c4d
              
              # Be sure to use a unique ID obtained from www.plugincafe.com
              PLUGIN_ID = 1000001
              
              OMINECHARAC_HEAD = 10000
              OMINECHARAC_BODY = 10001
              
              BODY_HEIGHT = 500
              HEAD_HEIGHT = 100
              
              
              class MineCharac(c4d.plugins.ObjectData):
                  """CircleObject Generator"""
              
                  def Init(self, node):
                      """
                      Called when Cinema 4D Initialize the ObjectData (used to define, default values)
                      :param node: The instance of the ObjectData.
                      :type node: c4d.GeListNode
                      :return: True on success, otherwise False.
                      """
                      # Retrieves the BaseContainer Instance to set the default values
                      data = node.GetDataInstance()
                      if data is None:
                          return False
              
                      # Defines default values in the BaseContainer
                      data.SetVector(OMINECHARAC_HEAD, c4d.Vector(0))
                      data.SetFloat(OMINECHARAC_BODY, 0.0)
              
                      return True
              
                  """========== Begin of Handle Management =========="""
              
                  def GetHandleCount(self, op):
                      """
                      Called by Cinema 4D to retrieve the count of Handle the object will have.
                      :param op: The instance of the ObjectData.
                      :type op: c4d.BaseObject
                      :return: The number of handle
                      :rtype: int
                      """
                      # One handle will be used for this object
                      return 2
              
                  def GetHandle(self, op, i, info):
                      """
                      Called by Cinema 4D to retrieve the information of a given handle ID to represent a/some parameter(s).
                      :param op: The instance of the ObjectData.
                      :type op: c4d.BaseObject
                      :param i: The handle index.
                      :type i: int
                      :param info: The HandleInfo to fill with data.
                      :type info: c4d.HandleInfo
                      """
                      # Retrieves the current BaseContainer
                      data = op.GetDataInstance()
                      if data is None:
                          return
              
                      # Defines the position, direction and type of the handle
                      radius = 250
                      # ID 0 will be head
                      if i == 0:
                          info.center = c4d.Vector(0, 600, 0)
                          position =  data.GetVector(OMINECHARAC_HEAD)
                          
                          mg = c4d.utils.HPBToMatrix(position)
              
                          info.position = info.center + ( mg.v3 * 100)
                          info.direction = data.GetVector(OMINECHARAC_HEAD) 
                          info.type = c4d.HANDLECONSTRAINTTYPE_SPHERICAL
              
                      # ID 1 will be body         
                      if i == 1:
                          sn, cs = c4d.utils.SinCos(data.GetFloat(OMINECHARAC_BODY))
                          info.position = c4d.Vector(-sn * radius, 0, cs * radius)
                          info.direction = c4d.Vector(0, 1, 0)
                          info.center = c4d.Vector(0, 0, 0)
                          info.type = c4d.HANDLECONSTRAINTTYPE_PLANAR
                      
              
                  def SetHandle(self, op, i, p, info):
                      """
                      Called by Cinema 4D when the user set the handle.
                      This is the place to retrieve the information of a given handle ID and drive your parameter(s).
                      :param op: The instance of the ObjectData.
                      :type op: c4d.BaseObject
                      :param i: The handle index.
                      :type i: int
                      :param p: The new Handle Position.
                      :type p: c4d.Vector
                      :param info: The HandleInfo filled with data.
                      :type info: c4d.HandleInfo
                      """
                      data = op.GetDataInstance()
                      if data is None:
                          return
              
                      if i == 0:
                          hpb = c4d.utils.VectorToHPB(p - info.center)
                          data.SetVector(c4d.OMINECHARAC_HEAD, hpb)
                      if i == 1:
                          hpb = c4d.utils.VectorToHPB(p)
                          value = hpb.x
                          data.SetFloat(OMINECHARAC_BODY, value)
              
                  def Draw(self, op, drawpass, bd, bh):
                      """
                      Called by Cinema 4d when the display is updated to display some visual element of your object in the 3D view.
                      This is also the place to draw Handle
                      :param op: The instance of the ObjectData.
                      :type op: c4d.BaseObject
                      :param drawpass:
                      :param bd: The editor's view.
                      :type bd: c4d.BaseDraw
                      :param bh: The BaseDrawHelp editor's view.
                      :type bh: c4d.plugins.BaseDrawHelp
                      :return: The result of the drawing (most likely c4d.DRAWRESULT_OK)
                      """
                      # If the current draw pass is not the handle, skip this Draw Call.
                      if drawpass != c4d.DRAWPASS_HANDLES:
                          return c4d.DRAWRESULT_SKIP
              
                      # Defines the drawing matrix to the object matrix.
                      m = bh.GetMg()
                      bd.SetMatrix_Matrix(op, m)
              
                      # Checks if one of the handle of the current object is currently hovered by the mouse.
                      hitId = op.GetHighlightHandle(bd)
              
                      # Defines the color of the handle according of the hovered state of the object.
                      hoverColor = c4d.VIEWCOLOR_ACTIVEPOINT if hitId != 0 else c4d.VIEWCOLOR_SELECTION_PREVIEW
                      bd.SetPen(c4d.GetViewColor(hoverColor))
              
                      # Retrieves the information of the current handle.
                      infoHead = c4d.HandleInfo()
                      infoBody = c4d.HandleInfo()
              
                      self.GetHandle(op, 0, infoHead)
                      self.GetHandle(op, 1, infoBody)
              
                      # Draw the handle to the correct position
                      bd.DrawHandle(infoHead.position, c4d.DRAWHANDLE_BIG, 0)
                      bd.SetPen(c4d.GetViewColor( c4d.VIEWCOLOR_ACTIVEPOINT))
                      bd.DrawLine(infoHead.position, infoHead.center, 0)
              
              
                      self.GetHandle(op, 1, infoBody)
                      bd.DrawHandle(infoBody.position, c4d.DRAWHANDLE_BIG, 0)
                      bd.SetPen(c4d.GetViewColor( c4d.VIEWCOLOR_ACTIVEPOINT))
                      bd.DrawLine(infoBody.position, infoBody.center, 0)
              
                      return c4d.DRAWRESULT_OK
              
                  """========== End of Handle Management =========="""
              
              
                  def GetVirtualObjects(self, op, hh):
              
                      dirty = op.CheckCache(hh) or op.IsDirty(c4d.DIRTY_DATA)
                      if dirty is False: 
                          return op.GetCache(hh)
              
                      parent = c4d.BaseObject(c4d.Onull)
              
                      data = op.GetDataInstance()
                      if data is None:
                          return
                      body_rotation = c4d.Vector(data.GetFloat(OMINECHARAC_BODY), 0, 0 )
              
              
                      body = c4d.BaseObject(c4d.Ocube)
                      body[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Y] = BODY_HEIGHT
                      body.SetRelPos(c4d.Vector(0, BODY_HEIGHT * 0.5, 0))
                      body.SetRelRot(body_rotation)
              
                      head_rotation = data.GetVector(OMINECHARAC_HEAD)
                      head = c4d.BaseObject(c4d.Ocube)
                      head[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Y] = HEAD_HEIGHT
                      head.SetRelPos(c4d.Vector(0,BODY_HEIGHT  + HEAD_HEIGHT * 0.5 + 10 , 0))
                      head.SetRelRot(head_rotation)
                      
              
                      head.InsertUnder(parent)
                      body.InsertUnder(parent)
              
                      return parent
              
              
              if __name__ == "__main__":
              
                  # Registers the object plugin
                  c4d.plugins.RegisterObjectPlugin(id=PLUGIN_ID,
                                                   str="MineCharac",
                                                   g=MineCharac,
                                                   description="Ominecharac",
                                                   icon=None,
                                                   info=c4d.OBJECT_GENERATOR)
              
                  
              

              Cheers,
              Manuel

              MAXON SDK Specialist

              MAXON Registered Developer

              mfersaouiM 1 Reply Last reply Reply Quote 0
              • mfersaouiM
                mfersaoui @Manuel
                last edited by mfersaoui

                @m_magalhaes
                Hi,
                Thank you so much for this very interesting work. I'm trying to adapt it on my project and if I have a problem I will return to this topic.

                1 Reply Last reply Reply Quote 0
                • ManuelM
                  Manuel
                  last edited by

                  hi,

                  I will mark this thread as solved tomorrow.

                  Cheers,
                  Manuel

                  MAXON SDK Specialist

                  MAXON Registered Developer

                  1 Reply Last reply Reply Quote 0
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