Hi,
thanks for the kind words both from Maxon and the community. I am looking forward to my upcoming adventures with the SDK Team and Cinema community.
Cheers,
Ferdinand
Hi,
thanks for the kind words both from Maxon and the community. I am looking forward to my upcoming adventures with the SDK Team and Cinema community.
Cheers,
Ferdinand
Hello @holgerbiebrach,
please excuse the wait. So, this is possible in Python and quite easy to do. This new behavior is just the old dialog folding which has been reworked a little bit. I have provided a simple example at the end of the posting. There is one problem regarding title bars which is sort of an obstacle for plugin developers which want to distribute their plugins, it is explained in the example below.
I hope this helps and cheers,
Ferdinand
The result:
The code:
"""Example for a command plugin with a foldable dialog as provided with the
Asset Browser or Coordinate Manger in Cinema 4D R25.
The core of this is just the old GeDialog folding mechanic which has been
changed slightly with R25 as it will now also hide the title bar of a folded
dialog, i.e., the dialog will be hidden completely.
The structure shown here mimics relatively closely what the Coordinate Manger
does. There is however one caveat: Even our internal implementations do not
hide the title bar of a dialog when unfolded. Instead, this is done via
layouts, i.e., by clicking onto the ≡ icon of the dialog and unchecking the
"Show Window Title" option and then saving such layout. If you would want
to provide a plugin which exactly mimics one of the folding managers, you
would have to either ask your users to take these steps or provide a layout.
Which is not ideal, but I currently do not see a sane way to hide the title
bar of a dialog. What you could do, is open the dialog as an async popup which
would hide the title bar. But that would also remove the ability to dock the
dialog. You could then invoke `GeDialog.AddGadegt(c4d.DIALOG_PIN, SOME_ID)`to
manually add a pin back to your dialog, so that you can dock it. But that is
not how it is done internally by us, as we simply rely on layouts for that.
"""
import c4d
class ExampleDialog (c4d.gui.GeDialog):
"""Example dialog that does nothing.
The dialog itself has nothing to do with the implementation of the
folding.
"""
ID_GADGETS_START = 1000
ID_GADGET_GROUP = 0
ID_GADGET_LABEL = 1
ID_GADGET_TEXT = 2
GADGET_STRIDE = 10
GADEGT_COUNT = 5
def CreateLayout(self) -> bool:
"""Creates dummy gadgets.
"""
self.SetTitle("ExampleDialog")
flags = c4d.BFH_SCALEFIT
for i in range(self.GADEGT_COUNT):
gid = self.ID_GADGETS_START + i * self.GADGET_STRIDE
name = f"Item {i}"
self.GroupBegin(gid + self.ID_GADGET_GROUP, flags, cols=2)
self.GroupBorderSpace(5, 5, 5, 5)
self.GroupSpace(2, 2)
self.AddStaticText(gid + self.ID_GADGET_LABEL, flags, name=name)
self.AddEditText(gid + self.ID_GADGET_TEXT, flags)
self.GroupEnd()
return True
class FoldingManagerCommand (c4d.plugins.CommandData):
"""Provides the implementation for a command with a foldable dialog.
"""
ID_PLUGIN = 1058525
REF_DIALOG = None
@property
def Dialog(self) -> ExampleDialog:
"""Returns a class bound ExampleDialog instance.
"""
if FoldingManagerCommand.REF_DIALOG is None:
FoldingManagerCommand.REF_DIALOG = ExampleDialog()
return FoldingManagerCommand.REF_DIALOG
def Execute(self, doc: c4d.documents.BaseDocument) -> bool:
"""Folds or unfolds the dialog.
The core of the folding logic as employed by the Asset Browser
or the Coordinate manager in R25.
"""
# Get the class bound dialog reference.
dlg = self.Dialog
# Fold the dialog, i.e., hide it if it is open and unfolded. In C++
# you would also want to test for the dialog being visible with
# GeDialog::IsVisible, but we cannot do that in Python.
if dlg.IsOpen() and not dlg.GetFolding():
dlg.SetFolding(True)
# Open or unfold the dialog. The trick here is that calling
# GeDialog::Open will also unfold the dialog.
else:
dlg.Open(c4d.DLG_TYPE_ASYNC, FoldingManagerCommand.ID_PLUGIN)
return True
def RestoreLayout(self, secret: any) -> bool:
"""Restores the dialog on layout changes.
"""
return self.Dialog.Restore(FoldingManagerCommand.ID_PLUGIN, secret)
def GetState(self, doc: c4d.documents.BaseDocument) -> int:
"""Sets the command icon state of the plugin.
This is not required, but makes it a bit nicer, as it will indicate
in the command icon when the dialog is folded and when not.
"""
dlg = self.Dialog
result = c4d.CMD_ENABLED
if dlg.IsOpen() and not dlg.GetFolding():
result |= c4d.CMD_VALUE
return result
def RegisterFoldingManagerCommand() -> bool:
"""Registers the example.
"""
return c4d.plugins.RegisterCommandPlugin(
id=FoldingManagerCommand.ID_PLUGIN,
str="FoldingManagerCommand",
info=c4d.PLUGINFLAG_SMALLNODE,
icon=None,
help="FoldingManagerCommand",
dat=FoldingManagerCommand())
if __name__ == '__main__':
if not RegisterFoldingManagerCommand():
raise RuntimeError(
f"Failed to register {FoldingManagerCommand} plugin.")
Dear Community,
this question reached us via email-support in the context of C++, but I thought the answer might be interesting for other users too.
The underlying question in this case was how to project points from object or world space into the texture space of an object with UV data. I am showing here deliberately an approach that can be followed both in C++ and Python, so that all users can benefit from this. In C++ one has also the option of using VolumeData and its methods VolumeData::GetUvw
or VolumeData::ProjectPoint
but must then either implement a volume shader (as otherwise the volume data attached to the ChannelData
passed to ShaderData::Output
will be nullptr
), or use VolumeData:: AttachVolumeDataFake
to access ::ProjectPoint
. There is however no inherent necessity to take this shader bound route as shown by the example.
Cheers,
Ferdinand
The script has created a texture with red pixels for the intersection points of the rays cast from each vertex of the spline towards the origin of the polygon object. The script also created the null object rays to visualize the rays which have been cast.
raycast_texture.c4d : The scene file.
You must save the script to disk before running it, as the script infers from the script location the place to save the generated texture to.
"""Demonstrates how to project points from world or object space to UV space.
This script assumes that the user has selected a polygon object and a spline object in the order
mentioned. The script projects the points of the spline object onto the polygon object and creates
a texture from the UV coordinates of the projected points. The texture is then applied to the
polygon object.
The script uses the `GeRayCollider` class to find the intersection of rays cast from the points of
the spline object to the polygon object. The UV coordinates of the intersection points are then
calculated using the `HairLibrary` class. In the C++ API, one should use maxon::
GeometryUtilsInterface::CalculatePolygonPointST() instead.
Finally, using GeRayCollider is only an example for projecting points onto the mesh. In practice,
any other method can be used as long as it provides points that lie in the plane(s) of a polygon.
The meat of the example is in the `main()` function. The other functions are just fluff.
"""
import os
import c4d
import mxutils
import uuid
from mxutils import CheckType
doc: c4d.documents.BaseDocument # The currently active document.
op: c4d.BaseObject | None # The primary selected object in `doc`. Can be `None`.
def CreateTexture(points: list[c4d.Vector], path: str, resolution: int = 1000) -> None:
"""Creates a texture from the given `points` and saves it to the given `path`.
Parameters:
path (str): The path to save the texture to.
points (list[c4d.Vector]): The points to create the texture from.
"""
# Check the input values for validity.
if os.path.exists(path):
raise FileExistsError(f"File already exists at path: {path}")
if not path.endswith(".png"):
raise ValueError("The path must end with '.png'.")
# Create a drawing canvas to draw the points on.
canvas: c4d.bitmaps.GeClipMap = CheckType(c4d.bitmaps.GeClipMap())
if not canvas.Init(resolution, resolution, 24):
raise MemoryError("Failed to initialize GeClipMap.")
# Fill the canvas with white.
canvas.BeginDraw()
canvas.SetColor(255, 255, 255)
canvas.FillRect(0, 0, resolution, resolution)
# Draw the points on the canvas.
canvas.SetColor(255, 0, 0)
for p in points:
x: int = int(p.x * resolution)
y: int = int(p.y * resolution)
x0: int = max(0, x - 1)
y0: int = max(0, y - 1)
x1: int = min(resolution, x + 1)
y1: int = min(resolution, y + 1)
canvas.FillRect(x0, y0, x1, y1)
canvas.EndDraw()
# Save the canvas to the given path.
bitmap: c4d.bitmaps.BaseBitmap = CheckType(canvas.GetBitmap())
bitmap.Save(path, c4d.FILTER_PNG)
c4d.bitmaps.ShowBitmap(bitmap)
def ApplyTexture(obj: c4d.BaseObject, path: str) -> None:
"""Applies the texture at the given `path` to the given `obj`.
"""
CheckType(obj, c4d.BaseObject)
# Check the input values for validity.
if not os.path.exists(path):
raise FileNotFoundError(f"File does not exist at path: {path}")
# Create a material and apply the texture to it.
material: c4d.BaseMaterial = CheckType(c4d.BaseMaterial(c4d.Mmaterial), c4d.BaseMaterial)
obj.GetDocument().InsertMaterial(material)
shader: c4d.BaseShader = CheckType(c4d.BaseShader(c4d.Xbitmap), c4d.BaseShader)
shader[c4d.BITMAPSHADER_FILENAME] = path
material.InsertShader(shader)
material[c4d.MATERIAL_COLOR_SHADER] = shader
material[c4d.MATERIAL_PREVIEWSIZE] = c4d.MATERIAL_PREVIEWSIZE_1024
# Apply the material to the object.
tag: c4d.TextureTag = CheckType(obj.MakeTag(c4d.Ttexture))
tag[c4d.TEXTURETAG_PROJECTION] = c4d.TEXTURETAG_PROJECTION_UVW
tag[c4d.TEXTURETAG_MATERIAL] = material
def CreateDebugRays(spline: c4d.SplineObject, p: c4d.Vector) -> None:
"""Adds spline objects to the document to visualize the rays from the given `p` to the points of
the given `spline`.
"""
doc: c4d.documents.BaseDocument = CheckType(spline.GetDocument(), c4d.documents.BaseDocument)
rays: c4d.BaseObject = c4d.BaseObject(c4d.Onull)
rays.SetName("Rays")
doc.InsertObject(rays)
for q in spline.GetAllPoints():
ray: c4d.SplineObject = c4d.SplineObject(2, c4d.SPLINETYPE_LINEAR)
ray.SetPoint(0, p)
ray.SetPoint(1, q * spline.GetMg())
ray.Message(c4d.MSG_UPDATE)
ray.InsertUnder(rays)
def main() -> None:
"""Carries out the main logic of the script.
"""
# Check the object selection for being meaningful input.
selected: list[c4d.BaseObject] = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_SELECTIONORDER)
if (len(selected) != 2 or not selected[0].CheckType(c4d.Opolygon) or
not selected[1].CheckType(c4d.Ospline)):
raise ValueError("Please select a polygon object and a spline object.")
polygonObject, splineObject = selected
# Get the uvw tag, the points, and the polygons of the polygon object.
uvwTag: c4d.UvwTag = mxutils.CheckType(polygonObject.GetTag(c4d.Tuvw))
points: list[c4d.Vector] = [polygonObject.GetMg() * p for p in polygonObject.GetAllPoints()]
polys: list[c4d.CPolygon] = polygonObject.GetAllPolygons()
# We are casting here in a dumb manner towards the center of the polygon object. In practice,
# one should cast rays towards the plane of the polygon object. Or even better, use another
# method to project the points onto the polygon object, as GeRayCollider is not the most
# efficient thing in the world.
rayTarget: c4d.Vector = polygonObject.GetMg().off
CreateDebugRays(splineObject, rayTarget)
# Initialize the GeRayCollider to find the intersection of rays cast from the points of the
# spline object to the polygon object.
collider: c4d.utils.GeRayCollider = c4d.utils.GeRayCollider()
if not collider.Init(polygonObject):
raise MemoryError("Failed to initialize GeRayCollider.")
# Init our output list and iterate over the points of the spline object.
uvPoints: list[c4d.Vector] = []
for p in splineObject.GetAllPoints():
# Transform the point from object to world space (q) and then to the polygon object's space
# (ro). Our ray direction always points towards the center of the polygon object.
q: c4d.Vector = splineObject.GetMg() * p
ro: c4d.Vector = ~polygonObject.GetMg() * q
rd: c4d.Vector = rayTarget - ro
# Cast the ray and check if it intersects with the polygon object.
if not collider.Intersect(ro, rd, 1E6) or collider.GetIntersectionCount() < 1:
continue
# Get the hit position and the polygon ID of the intersection.
hit: dict = collider.GetNearestIntersection()
pos: c4d.Vector = mxutils.CheckType(hit.get("hitpos", None), c4d.Vector)
pid: int = mxutils.CheckType(hit.get("face_id", None), int)
# One mistake would be now to use the barycentric coordinates that are in the intersection
# data, as Cinema uses an optimized algorithm to interpolate in a quad and not the standard
# cartesian-barycentric conversion. In Python these polygon weights are only exposed in a
# bit weird place, the hair library. In C++ these barycentric coordinates make sense because
# there exist methods to convert them to weights. In Python the barycentric coordinates are
# pretty much useless as we do not have such a conversion function here.
# Compute the weights s, t for the intersection point in the polygon.
s, t = c4d.modules.hair.HairLibrary().GetPolyPointST(
pos, points[polys[pid].a], points[polys[pid].b],
points[polys[pid].c], points[polys[pid].d], True)
# Get the uv polygon and bilinearly interpolate the coordinates using the weights. It would
# be better to use the more low-level variable tag data access functions in VariableTag
# than UvwTag.GetSlow() in a real-world scenario.
uvw: list[c4d.Vector] = list(uvwTag.GetSlow(pid).values())
t0: c4d.Vector = c4d.utils.MixVec(uvw[0], uvw[1], s)
t1: c4d.Vector = c4d.utils.MixVec(uvw[3], uvw[2], s)
uv: c4d.Vector = c4d.utils.MixVec(t0, t1, t)
# Append the UV coordinates to the output list.
uvPoints.append(uv)
# Write the UV coordinates to a texture and apply it to the polygon object.
path: str = os.path.join(os.path.dirname(__file__), f"image-{uuid.uuid4()}.png")
CreateTexture(uvPoints, path, resolution=1024)
ApplyTexture(polygonObject, path)
c4d.EventAdd()
if __name__ == '__main__':
main()
Hi,
that your script is not working has not anything to do with pseudo decimals
, but the fact that you are treating numbers as strings (which is generally a bad idea) in a not very careful manner. When you truncate the string representation of a number which is represented in scientific notation (with an exponent), then you also truncate that exponent and therefor change the value of the number.
To truncate a float
you can either take the floor
of my_float * 10 ** digits
and then divide by 10 ** digits
again or use the keyword round
.
data = [0.03659665587738824,
0.00018878623163019122,
1.1076812650509394e-03,
1.3882258325566638e-06]
for n in data:
rounded = round(n, 4)
floored = int(n * 10000) / 10000
print(n, rounded, floored)
0.03659665587738824 0.0366 0.0365
0.00018878623163019122 0.0002 0.0001
0.0011076812650509394 0.0011 0.0011
1.3882258325566637e-06 0.0 0.0
[Finished in 0.1s]
Cheers
zipit
Dear community,
We will have to touch multiple parts of developers.maxon.net
on the 18.01.2024 and 19.01.2024 22.01.2024. This will result in outages of our documentation and the forum these days. I will try to keep the outage times to a minimum and it will certainly not span the whole two days. But especially one task I will do on Friday might take hours to complete and I can only do that on a forum which is in maintenance mode.
Please make sure to download a recent offline documentation in case you plan to do extended development work the next two days. As a result, forum support might also be delayed on these days.
Cheers,
Ferdinand
Hi,
as @Cairyn said the problem is unreachable code. I also just saw now that you did assign the same ID to all your buttons in your CreateLayout()
. Ressource and dialog element IDs should be unique. I would generally recommend to define your dialogs using a resource, but here is an example on how to do it in code.
BUTTON_BASE_ID = 1000
BUTTON_NAMES = ["Button1", "Button2", "Button3", "Button4", "Button5"]
BUTTON_DATA = {BUTTON_BASE_ID + i: name for i, name in enumerate(BUTTON_NAMES)}
class MyDialog(gui.GeDialog):
def CreateLayout(self):
"""
"""
self.GroupBegin(id=1013, flags=c4d.BFH_SCALEFIT, cols=5, rows=4)
for element_id, element_name in BUTTON_DATA.items():
self.AddButton(element_id, c4d.BFV_MASK, initw=100,
name=element_name)
self.GroupEnd()
return True
def Command(self, id, msg):
"""
"""
if id == BUTTON_BASE_ID:
print "First button has been clicked"
elif id == BUTTON_BASE_ID + 1:
print "Second button has been clicked"
# ...
if id in BUTTON_DATA.keys(): # or just if id in BUTTON_DATA
self.Close()
return True
Hi,
sorry for all the confusion. You have to pass actual instances of objects. The following code does what you want (and this time I actually tried it myself ;)).
import c4d
def main():
"""
"""
bc = doc.GetAllTextures(ar=doc.GetMaterials())
for cid, value in bc:
print cid, value
if __name__=='__main__':
main()
Cheers,
zipit
Hi,
you use GetActiveDocument()
in a NodeData
environment. You cannot do this, since nodes are also executed when their document is not the active document (while rendering for example - documents get cloned for rendering).
Cheers
zipit
Hi,
you have to invoke AddUserArea
and then attach an instance of your implemented type to it. Something like this:
my_user_area = MyUserAreaType()
self.AddUserArea(1000,*other_arguments)
self.AttachUserArea(my_user_area, 1000)
I have attached an example which does some things you are trying to do (rows of things, highlighting stuff, etc.). The gadget is meant to display a list of boolean values and the code is over five years old. I had a rather funny idea of what good Python should look like then and my attempts of documentation were also rather questionable. I just wrapped the gadget into a quick example dialog you could run as a script. I did not maintain the code, so there might be newer and better ways to do things now.
Also a warning: GUI stuff is usually a lot of work and very little reward IMHO.
Cheers
zipit
import c4d
import math
import random
from c4d import gui
# Pattern Gadget
IDC_SELECTLOOP_CELLSIZE = [32, 32]
IDC_SELECTLOOP_GADGET_MINW = 400
IDC_SELECTLOOP_GADGET_MINH = 32
class ExampleDialog(gui.GeDialog):
"""
"""
def CreateLayout(self):
"""
"""
self.Pattern = c4d.BaseContainer()
for i in range(10):
self.Pattern[i] = random.choice([True, False])
self.PatternSize = len(self.Pattern)
self.gadget = Patterngadget(host=self)
self.AddUserArea(1000, c4d.BFH_FIT, 400, 32)
self.AttachUserArea(self.gadget, 1000)
return True
class Patterngadget(gui.GeUserArea):
"""
A gui gadget to modify and display boolean patterns.
"""
def __init__(self, host):
"""
:param host: The hosting BaseToolData instance
"""
self.Host = host
self.BorderWidth = None
self.CellPerColumn = None
self.CellWidht = IDC_SELECTLOOP_CELLSIZE[0]
self.CellHeight = IDC_SELECTLOOP_CELLSIZE[1]
self.Columns = None
self.Height = None
self.Width = None
self.MinHeight = IDC_SELECTLOOP_GADGET_MINH
self.MinWidht = IDC_SELECTLOOP_GADGET_MINW
self.MouseX = None
self.MouseY = None
"""------------------------------------------------------------------------
Overridden methods
--------------------------------------------------------------------"""
def Init(self):
"""
Init the gadget.
:return : Bool
"""
self._get_colors()
return True
def GetMinSize(self):
"""
Resize the gadget
:return : int, int
"""
return int(self.MinWidht), int(self.MinHeight)
def Sized(self, w, h):
"""
Get the gadgets height and width
"""
self.Height, self.Width = int(h), int(w)
self._fit_gadget()
def Message(self, msg, result):
"""
Fetch and store mouse over events
:return : bool
"""
if msg.GetId() == c4d.BFM_GETCURSORINFO:
base = self.Local2Screen()
if base:
self.MouseX = msg.GetLong(c4d.BFM_DRAG_SCREENX) - base['x']
self.MouseY = msg.GetLong(c4d.BFM_DRAG_SCREENY) - base['y']
self.Redraw()
self.SetTimer(1000)
return gui.GeUserArea.Message(self, msg, result)
def InputEvent(self, msg):
"""
Fetch and store mouse clicks
:return : bool
"""
if not isinstance(msg, c4d.BaseContainer):
return True
if msg.GetLong(c4d.BFM_INPUT_DEVICE) == c4d.BFM_INPUT_MOUSE:
if msg.GetLong(c4d.BFM_INPUT_CHANNEL) == c4d.BFM_INPUT_MOUSELEFT:
base = self.Local2Global()
if base:
x = msg.GetLong(c4d.BFM_INPUT_X) - base['x']
y = msg.GetLong(c4d.BFM_INPUT_Y) - base['y']
pid = self._get_id(x, y)
if pid <= self.Host.PatternSize:
self.Host.Pattern[pid] = not self.Host.Pattern[pid]
self.Redraw()
return True
def Timer(self, msg):
"""
Timer loop to catch OnMouseExit
"""
base = self.Local2Global()
bc = c4d.BaseContainer()
res = gui.GetInputState(c4d.BFM_INPUT_MOUSE,
c4d.BFM_INPUT_MOUSELEFT, bc)
mx = bc.GetLong(c4d.BFM_INPUT_X) - base['x']
my = bc.GetLong(c4d.BFM_INPUT_Y) - base['y']
if res:
if not (mx >= 0 and mx <= self.Width and
my >= 0 and my <= self.Height):
self.SetTimer(0)
self.Redraw()
def DrawMsg(self, x1, y1, x2, y2, msg):
"""
Draws the gadget
"""
# double buffering
self.OffScreenOn(x1, y1, x2, y2)
# background & border
self.DrawSetPen(self.ColBackground)
self.DrawRectangle(x1, y1, x2, y2)
if self.BorderWidth:
self.DrawBorder(c4d.BORDER_THIN_IN, x1, y1,
self.BorderWidth + 2, y2 - 1)
# draw pattern
for pid, state in self.Host.Pattern:
x, y = self._get_rect(pid)
self._draw_cell(x, y, state, self._is_focus(x, y))
"""------------------------------------------------------------------------
Public methods
--------------------------------------------------------------------"""
def Update(self, cid=None):
"""
Update the gadget.
:param cid: A pattern id to toggle.
"""
if cid and cid < self.Host.PatternSize:
self.Host.Pattern[cid] = not self.Host.Pattern[cid]
self._fit_gadget()
self.Redraw()
"""------------------------------------------------------------------------
Private methods
--------------------------------------------------------------------"""
def _get_colors(self, force=False):
"""
Set the drawing colors.
:return : Bool
"""
self.ColScale = 1.0 / 255.0
if self.IsEnabled() or force:
self.ColBackground = self._get_color_vector(c4d.COLOR_BG)
self.ColCellActive = c4d.GetViewColor(
c4d.VIEWCOLOR_ACTIVEPOINT) * 0.9
self.ColCellFocus = self._get_color_vector(c4d.COLOR_BGFOCUS)
self.ColCellInactive = self._get_color_vector(c4d.COLOR_BGEDIT)
self.ColEdgeDark = self._get_color_vector(c4d.COLOR_EDGEDK)
self.ColEdgeLight = self._get_color_vector(c4d.COLOR_EDGELT)
else:
self.ColBackground = self._get_color_vector(c4d.COLOR_BG)
self.ColCellActive = self._get_color_vector(c4d.COLOR_BG)
self.ColCellFocus = self._get_color_vector(c4d.COLOR_BG)
self.ColCellInactive = self._get_color_vector(c4d.COLOR_BG)
self.ColEdgeDark = self._get_color_vector(c4d.COLOR_EDGEDK)
self.ColEdgeLight = self._get_color_vector(c4d.COLOR_EDGELT)
return True
def _get_cell_pen(self, state, _is_focus):
"""
Get the color for cell depending on its state.
:param state : The state
:param _is_focus : If the cell is hoovered.
:return : c4d.Vector()
"""
if state:
pen = self.ColCellActive
else:
pen = self.ColCellInactive
if self.IsEnabled() and _is_focus:
return (pen + c4d.Vector(2)) * 1/3
else:
return pen
def _draw_cell(self, x, y, state, _is_focus):
"""
Draws a gadget cell.
:param x: local x
:param y: local y
:param state: On/Off
:param _is_focus: MouseOver state
"""
# left and top bright border
self.DrawSetPen(self.ColEdgeLight)
self.DrawLine(x, y, x + self.CellWidht, y)
self.DrawLine(x, y, x, y + self.CellHeight)
# bottom and right dark border
self.DrawSetPen(self.ColEdgeDark)
self.DrawLine(x, y + self.CellHeight - 1, x +
self.CellWidht - 1, y + self.CellHeight - 1)
self.DrawLine(x + self.CellWidht - 1, y, x +
self.CellWidht - 1, y + self.CellHeight - 1)
# cell content
self.DrawSetPen(self._get_cell_pen(state, _is_focus))
self.DrawRectangle(x + 1, y + 1, x + self.CellWidht -
2, y + self.CellHeight - 2)
def _get_rect(self, pid, offset=1):
"""
Get the drawing rect for an array id.
:param pid : the pattern id
:param offset : the pixel border offset
:return : int, int
"""
pid = int(pid)
col = pid / self.CellPerColumn
head = pid % self.CellPerColumn
return self.CellWidht * head + offset, self.CellHeight * col + offset
def _get_id(self, x, y):
"""
Get the array id for a coord within the gadget.
:param x : local x
:param y : local y
:return : int
"""
col = (y - 1) / self.CellHeight
head = (x - 1) / self.CellWidht
return col * self.CellPerColumn + head
def _is_focus(self, x, y):
"""
Test if the cell coords are under the cursor.
:param x : local x
:param y : local y
:return : bool
"""
if (self.MouseX >= x and self.MouseX <= x + self.CellWidht and
self.MouseY >= y and self.MouseY <= y + self.CellHeight):
self.MouseX = c4d.NOTOK
self.MouseY = c4d.NOTOK
return True
else:
return False
def _fit_gadget(self):
"""
Fit the gadget size to the the array
"""
oldHeight = self.MinHeight
self.CellPerColumn = int((self.Width - 2) / self.CellWidht)
self.Columns = math.ceil(
self.Host.PatternSize / self.CellPerColumn) + 1
self.MinHeight = int(IDC_SELECTLOOP_GADGET_MINH * self.Columns) + 3
self.MinWidht = int(IDC_SELECTLOOP_GADGET_MINW)
self.BorderWidth = self.CellWidht * self.CellPerColumn
if oldHeight != self.MinHeight:
self.LayoutChanged()
def _get_color_vector(self, cid):
"""
Get a color vector from a color ID.
:param cid : The color ID
:return : c4d.Vector()
"""
dic = self.GetColorRGB(cid)
if dic:
return c4d.Vector(float(dic['r']) * self.ColScale,
float(dic['g']) * self.ColScale,
float(dic['b']) * self.ColScale)
else:
return c4d.Vector()
if __name__ == "__main__":
dlg = ExampleDialog()
dlg.Open(c4d.DLG_TYPE_ASYNC, defaultw=400, defaulth=400)
Hi,
a bilinear interpolation is quite straight forward. If you have the quadrilateral Q with the the points,
c---d
| |
a---b
then the bilinear interpolation is just,
ab = lerp(a, b, t0)
cd = lerp(c, d, t0)
res = lerp(ab, cd, t1)
where t0, t1
are the interpolation offset(s), i.e. the texture coordinates in your case (the ordering/orientation of the quad is obviously not set in stone). I am not quite sure what you do when rendering normals, but when you render a color gradient, in a value noise for example, you actually want to avoid linear interpolation, because it will give you these ugly star-patterns. So you might need something like a bi-quadratic, bi-cubic or bi-cosine interpolation, i.e. pre-interpolate your interpolation offsets.
If I am not overlooking something, this should also work for triangles when you treat them as quasi-quadrilaterals like Cinema does in its polygon type.
Cheers,
zipit
Hello @BruceC,
Thank you for reaching out to us. This is likely caused by you using Python 3.9 while the source processor for R25 was shipped with Python 3.7 (on Windows). On macOS we relied on the Python shipped with Xcode (and still do); which is nice for package sizes but can be a bit tricky for users to then use the correct Python version later on.
Alternatively, you can also go into your frameworks/settings/sourceprocessor/sourceprocessor.py
and change the function sharesModules
to this:
def sharesModules():
# Module sharing does not work for newer versions like 3.9 on macOS.
return sys.platform != 'win32' and sys.platform != 'darwin'
This will prevent the module objects for the code generators being shared among processes (S26/Python 3.9 behaviour) instead of sharing them (R25/3.7). But I would not recommend monkey patching the source processor in this manner, as it changes quite constantly and you can easily end up in a mess (this case is kind of harmless but I would still avoid doing it).
When you are in multi-platform building environment this can indeed be a bit tricky with the environment variable for Python. The easiest solution would be probably to write yourself a command script which changes to which Python version /usr/local/bin/python
points on a button press.
Cheers,
Ferdinand
Hey @gheyret,
Thank you for reaching out to us.
GeDialog
or derived type, you likely want to use a thread to do the constant polling.Cheers,
Ferdinand
Hello @phil_bronte,
Welcome to the Maxon developers forum and its community, it is great to have you with us!
Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules.
It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions.
Your question is off-topic even for our General Talk forum because this forum is about the APIs of Maxon products and coding in general. We will not delete such end-user questions but you will not get an answer from Maxon here, and likely also no community answer as must users are here developers or technical artists.
Please visit our Support Center when you have a technical end-user question.
Cheers,
Ferdinand
Hey @pyxelrigger,
Thank you for reaching out to us. You will have to overwrite PluginMessage
in your plugin to do that. You might want to have a look at this thread.
Cheers,
Ferdinand
Hey @bentraje,
I am glad that you found your solution, and yes, you are absolutely right, it should be GeGetCurrentThread
. I fixed that in my pseudo-code.
Cheers,
Ferdiand
Hey @bentraje,
you are bound by the threading restrictions in the main
function of a Python Generator object, you are despite its name off-main-thread there and cannot modify the active scene. Both example scripts expand on this and that you have to use dummy documents in these cases to execute SMC or built the caches of an object.
Inserting your text
into doc
(a.k.a. the active document) will result in infinite recursion on top of that (your freeze). Because doc
contains your Python Generator object pygen
. When you now insert text
into doc
from pygen.main()
(i.e., the cache building function of pygen
), and then execute the passes on doc
, it will try to build the cache for pygen
. Which will then run pygen.main()
again, which will insert text
into doc
, and then try to build the caches on doc
, which will then ...
You must allocate a dummy document in your main
function. Then insert all the newly allocated objects you want to build the caches for into this dummy document and execute the passes on it. Then you can clone the caches of these objects to return the clones as the output of your generator.
Again, both script files which I have posted highlight this exact workflow.
I wrote this blindly as I am currently sitting in a train with no Cinema 4D or code editor:
import c4d
import mxutils
from mxutils import CheckType
def main():
# Allocate the text object and a document. Use CheckType to make sure to fail gracefully when
# allocation goes wrong. Insert #text into #temp.
text = CheckType(c4d.BaseObject(1019268))
temp = CheckType(c4d.documents.BaseDocument())
temp.InsertObject(text)
# Execute the passes on temp.
temp.ExecutePasses(c4d.threading.GeGetCurrentThread(), True, True, True, c4d.BUILDFLAGS_NONE)
# Clone the cache, making sure with CheckType that the cache exists and then that the
# cloning did not fail.
data: c4d.BaseObject = CheckType(CheckType(text.GetCache()).GetClone(c4d.COPYFLAGS_NONE))
# text and temp are destroyed automatically after the function scope has been left.
# Since Python's GC can be a bit derpy you can also call BaseDocument.Flush to streamline
# things.
temp.Flush()
return data
Cheers,
Ferdinand
Hey @bentraje,
I understand that one has not always the time to get into the details of things, and that this file might look a bit much, but you will have to read it in order to understand caches. You must build the cache of your Text
object, the script unpacks this bit by bit.
Concretely you will have to call BaseDocument.ExecutePasses
for a document holding your object, but I cannot help you when you just blindly copy and paste the script without trying to understand what it does.
Cheers,
Ferdinand
Hey @bentraje,
look at the examples I have posted, it is all exactly layed out there
Cheers,
Ferdinand
Hey @bentraje,
Thank you for reaching out to us. There are two different mistakes in your code:
GeListNode.GetDocument
instead of blindly passing a document clone
might or might not be a member of, the fact remains that clone
is not yet a member of a document. See smc_extrude_s26.py for a principal overview of SMC operations.Cheers,
Ferdinand
Hey @bentraje,
Thank you for reaching out to us. That is the only way to do it as far as I know. APIs tend to require much more verboseness than user interfaces. And the Python Cinema 4D API is there quite harmless, try C++
Cheers,
Ferdinand