Dynamic automated handle interface
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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.
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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_SPHERICALAbout the unlimited rotation, i don't see the point to do that.
Cheers,
Manuel -
@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-rotationThe 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. -
Hi,
I also struggle a bit understanding what you are actually doing, but here are some suggestions anyways:
- 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 like45 <= 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. - 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
andmod
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 berot in range(45, 136)
in your form. - Do not use conditions like this
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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 -
@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. -
hi,
I will mark this thread as solved tomorrow.
Cheers,
Manuel