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    Mouse xy to world coordinates with GeRayCollider

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    • H
      Helper
      last edited by

      On 22/02/2017 at 04:41, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R18 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hello.

      I have a tooldata plugin. I need to click on any object, get the normal vector from the polygon I clicked and create in a position based on the direction of the normal.

      Here is what I do:

      1. In ToolData MouseInput, I use ViewportSelect::PickObject to get the clicked object.
      2. Then I use ViewportSelect::Init and ViewportSelect::GetNearestPolygon to get the clicked polygon from that object.
      3. I use polygon_object->CreatePhongNormals() to get the vertex normals, which I use to generate a polygon normal (I average its vertex normals).

      I need to find the clicked position in World space.
      I feel that GeRayCollider's Intersect  is the way to go, but it requires position and direction of the ray.

      Here is how I get screen-to-world position (is it correct ?) :

      Vector cam_pos = base_draw->GetSceneCamera(doc)->GetAbsPos();
      Vector world_pos = base_draw->SW(Vector(mouse_x, mouse_x, cam_pos.z));
      

      How do I find the direction to the clicked point ?

      Thank you.

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      • H
        Helper
        last edited by

        On 23/02/2017 at 04:54, xxxxxxxx wrote:

        Hello,

        BaseView::SW()
        requires a vector with three components: the X and Y coordinate in screen space and the orthogonal distance from that screen space point to the desired world space point.

        ViewportSelect::PickObject() fills a C4DObjectList. For a given object in that list the distance to the hit point can be obtained with C4DObjectList::GetZ(). This distance can be used with BaseView::SW().

        It is not needed to use GeRayCollider.

        best wishes,
        Sebastian

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        • H
          Helper
          last edited by

          On 24/02/2017 at 02:08, xxxxxxxx wrote:

          Hello.

          What I need to so is click an object in the viewport and get the 3D point that I clicked (and of course belongs in the surface of the object). I suppose to do that you need to cast a ray from camera position to the clicked point of the object.

          SW is a value related to Camera's position. So, how can I cast a ray from the camera to the clicked point? The intersection with that object will be the 3D point that I need to retrieve.

          Thank you.

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          • H
            Helper
            last edited by

            On 24/02/2017 at 07:02, xxxxxxxx wrote:

            I posted a plugin example with the source code a long time ago called "GeRayCollider_13" that shows how to do this sort of thing:
            https://sites.google.com/site/scottayersmedia/plugins

            Maybe that will be useful to you.

            -ScottA

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            • H
              Helper
              last edited by

              On 24/02/2017 at 08:35, xxxxxxxx wrote:

              Hello,

              you can "click" in the viewport using ViewportSelect::PickObject(). The filled C4DObjectList contains the distance needed to use BaseView::SW() to create the desired world space point. It is not needed to cast any rays.

              best wishes,
              Sebastian

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