Creating Cube Using Python

On 07/03/2018 at 17:37, xxxxxxxx wrote:

Hi,

I'm trying to create a simple gui to create a cube. Currently, it looks like this
https://www.dropbox.com/s/upcc1wykyall32a/c4d057_createCube02.jpg?dl=0

Based on the image above, my current problem is adding the labels in the side. And adding a cm to the number boxes.

Is there a way I can do that?

I tried using the .AddStaticText but it breaks the code and removes all the input boxes in the GUI.

Here is the working script:

import c4d
from c4d import gui
#Welcome to the world of Python
 
 
nameBox = 1001
sliderBox = 1002
numberBox = 1003
Create = 1004
 
class CreateCube(gui.GeDialog) :
     
    def CreateLayout(self) :
        self.SetTitle('Create Cube')
        self.AddEditText(nameBox, c4d.BFH_SCALEFIT)
        self.AddEditSlider(sliderBox, c4d.BFH_SCALEFIT)
        self.AddEditNumber(numberBox, c4d.BFH_SCALEFIT)
        self.AddButton( Create, c4d.BFH_SCALEFIT , name='Create Cube')
         
        self.GroupEnd()
        return True
         
    def Command (self, id, msg) :
        if id==Create:
            cube  = c4d.BaseObject(c4d.Ocube)
            text_value = self.GetString(nameBox)
            slider_value = self.GetInt32(sliderBox)
            number_value = self.GetInt32(numberBox)
            
            cube[c4d.ID_BASELIST_NAME]=text_value
            cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_X]=slider_value
            cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Y]=slider_value
            cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Z]=slider_value
            cube[c4d.PRIM_CUBE_SUBX]=number_value
            cube[c4d.PRIM_CUBE_SUBY]=number_value
            cube[c4d.PRIM_CUBE_SUBZ]=number_value
            
            self.cube = cube
            self.Close()
             
        return True
                 
def main() :
    dialog = CreateCube()
    dialog.Open(c4d.DLG_TYPE_MODAL_RESIZEABLE, defaultw=200,defaulth=200)
    
    cube = dialog.cube
    doc.InsertObject(cube)
    c4d.EventAdd()
     
if __name__=='__main__':
    main()

Thank you for your time.

On 08/03/2018 at 02:46, xxxxxxxx wrote:

Hey Ben,

You can use AddStaticText like this below, also and example of setting floats as types:

  
import c4d
from c4d import gui 
 
nameBox       = 1001
sliderBox     = 1002
numberBox     = 1003
Create        = 1004
  
name_TextID   = 1005
slider_TextID = 1006
number_TextID = 1007
  
class CreateCube(gui.GeDialog) :
    
    
    def CreateLayout(self) :
        self.SetTitle('Create Cube')
  
        self.AddStaticText(name_TextID  , c4d.BFH_LEFT     ,initw=200, name="Input cube name : ", borderstyle=c4d.BORDER_NONE)
        self.AddEditText  (nameBox      , c4d.BFH_SCALEFIT)
        self.AddStaticText(slider_TextID, c4d.BFH_LEFT     ,initw=200, name="Cube size: ", borderstyle=c4d.BORDER_NONE)
        self.AddEditSlider(sliderBox    , c4d.BFH_SCALEFIT)
        self.AddStaticText(number_TextID, c4d.BFH_LEFT     ,initw=200, name="Cube subdivisions : ", borderstyle=c4d.BORDER_NONE)
        self.AddEditNumber(numberBox    , c4d.BFH_SCALEFIT)
        self.AddButton    (Create       , c4d.BFH_SCALEFIT ,name='Create Cube')
        
        self.cube = None # This is so we can check it's existance later on so we don't get an error if we close the window without pressing the create button
        self.GroupEnd()
        return True
  
    def InitValues(self) :
        
        self.SetString(nameBox,'Enter cube name here')  
        self.SetFloat(sliderBox,200,format=c4d.FORMAT_METER)#Or you can use .SetMeter() instead of SetFloat    
        self.SetInt32(numberBox,1,min=1)
        
        return True
        
    def Command (self, id, msg) :
        if id==Create:
  
            text_value   = self.GetString(nameBox)
            slider_value = self.GetInt32(sliderBox)
            number_value = self.GetInt32(numberBox)
            
            cube  = c4d.BaseObject(c4d.Ocube)
            cube[c4d.ID_BASELIST_NAME]=text_value
            
            cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_X]=slider_value
            cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Y]=slider_value
            cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Z]=slider_value
            cube[c4d.PRIM_CUBE_SUBX]=number_value
            cube[c4d.PRIM_CUBE_SUBY]=number_value
            cube[c4d.PRIM_CUBE_SUBZ]=number_value
            
            self.cube = cube # Changing self.cube from None to the cube we just made
            self.Close()
             
        return True
                 
def main() :
    dialog = CreateCube()
    dialog.Open(c4d.DLG_TYPE_MODAL_RESIZEABLE, defaultw=200,defaulth=200)
    
    if not dialog.cube: return 
    cube = dialog.cube
    doc.InsertObject(cube)
    c4d.EventAdd()
     
if __name__=='__main__':
    main()
  

Cheers,

Adam

On 08/03/2018 at 08:55, xxxxxxxx wrote:

Hi,

welcome to the Plugin Café forums :slightly_smiling_face: (or are you just using another account and are actually btbentraje?)

Anyway, Adam already answered your questions.

In CreateLayout() you are calling GroupEnd() without actually having begun a group. That's redundant and might (at least) lead to confusing situations, when extending the code later on.

I'd rather handle both the slider and the edit field completely as float (also using GetFloat() on read) and then round later on. Also Adam accidentally just set the unit for the slider, you will want that for the numberBox as well.

Links to the docs: SetFloat(), SetMeter()
And although in our C++ documentation, the GeDialog manual might be an interesting read, too.

On 08/03/2018 at 20:01, xxxxxxxx wrote:

Thanks Adam and Andreas for the response!  
It works as expected.

Yes, I am also btbentraje. At that time I forgot this account. Hahaha You can delete the btbentraje account if you want.

Thank you again.