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    Snap object in mouse input

    PYTHON Development
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    • 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

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