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    Snap object in mouse input

    PYTHON Development
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    • H
      Helper
      last edited by

      On 08/01/2013 at 10:15, xxxxxxxx wrote:

      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

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        On 08/01/2013 at 10:25, xxxxxxxx wrote:

        what do you mean with surface snapping 🙂

        1. snap onto the polygon polygon centers, which is basically just a weighted
        point snapping. get the vectors between your snap position and  the points of your
        snapping objects, select the three shortest vectors out of that list, get the polygon,
        use the points to calc the center.

        2. actually snap onto the closest point on a polygon (in a retopo fashion). you would 
        have to dig yourself through this. i have actually done this once, but i cannot share
        the code but i still have the links i relied on then. you hvae basically do everything like
        for no. 1 and then solve the the closest point in triangle problem.

        http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
        http://www.gamedev.net/topic/552906-closest-point-on-triangle/
        http://www.blackpawn.com/texts/pointinpoly/default.html

        edit : ok that is also a way. i am usally not so good at this wrap your head arround math stuff, 
        but won't a camera 'normal' based snapping lead to funny results ?  the point which is sitting
        perpendicular on the viewplane does not have to be closest point, which at least I would
        associate with polygon snapping. i would call it view dependent obstacle snapping or something 
        like that 🙂 or am i missing something here (again) ?

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          On 08/01/2013 at 10:42, xxxxxxxx wrote:

          Hi Ferdinand,

          I'm not sure what you mean with "camera 'normal' based snappin lead to funny results". Possibly
          I just should get some sleep, but would you mind to elaborate a little bit more on what you are
          talking about? 🙂

          Thanks for the resources, I've always been interested into that topic but these links are new
          to me!

          -Nik

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            On 08/01/2013 at 10:48, xxxxxxxx wrote:

            Thank you so much for your help, now everything is much more understandable ^_^

            Thanks NiklasR 👍 and Thanks littledevil 👍

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              On 08/01/2013 at 10:53, xxxxxxxx wrote:

              as I already said this might be based on a misconeption of your code,
              but this is what is was talking about. (awesome paint pic inc.) :

              the red line is what your code will return for my understanding, the green line is
              the closest point on surface. at least i would consider the red result as unwanted
              or 'funny'.

              edit : i hope this does make any sense for someone else than me 🙂

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                On 09/01/2013 at 11:33, 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

                I again disorder 🙂
                I wanted that the active object changed the axis alignment, as the normal to the surfaced intersection?
                example:

                the current code

                my request:

                The axis changed by surface normal...

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

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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
                                        
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                                        • 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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