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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 10:42, 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.

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                        • 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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