Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Snap object in mouse input

    PYTHON Development
    0
    25
    15.9k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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 🙂

                            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

                                  1 Reply Last reply Reply Quote 0
                                  • First post
                                    Last post