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Hi, I want to create automated handle interface to controlling the size (width, height and depth) of an object inside the hierarchy of plugin object cache, this child object can be rotated separately and to adapt the HandleInfo.direction to this object depend on his rotation I made the following function "axis(self, op)". The function works, but I'm searching the better way to do the same thing. also to adapt this function for an unlimited rotation.
def axis(self, op): pitch = int(math.degrees(op[c4d.MY_OBJECT_PITCH])) rot = int(math.degrees(op[c4d.MY_OBJECT_ROTATION])) if rot in range(-90, -45) or rot in range(225, 270): if pitch in range(-45, 45): axis = 0 elif pitch in range(-225, -135) or pitch in range(135, 225): axis = 1 elif pitch in range(-135, -45): axis = 3 elif pitch in range(45, 135) or pitch in range(-270, -224): axis = 2 else: axis = 0 elif rot in range(-45, 45): if pitch in range(-45, 45): axis = 4 elif pitch in range(-225, -135) or pitch in range(135, 225): axis = 5 elif pitch in range(-135, -45): axis = 13 elif pitch in range(45, 135) or pitch in range(-270, -225): axis = 12 else: axis = 4 elif rot in range(45, 135): if pitch in range(-45, 45): axis = 11 elif pitch in range(-225, -135) or pitch in range(135, 225): axis = 10 elif pitch in range(-135, -45): axis = 23 elif pitch in range(45, 135) or pitch in range(-270, -225): axis = 22 else: axis = 1 elif rot in range(135, 225): if pitch in range(-45, 45): axis = 15 elif pitch in range(-225, -135) or pitch in range(135, 225): axis = 14 elif pitch in range(-135, -45): axis = 33 elif pitch in range(45, 135) or pitch in range(-270, -225): axis = 32 else: axis = 5 else: axis = 0 return axis def SwapPoint(self, op, p, axis): if axis == 0 : return c4d.Vector(-p.z, p.y, p.x) elif axis == 1 : return c4d.Vector(p.z, -p.y, p.x) ... return p def GetHandle(self, op, handle_index, info): axis = self.axis(op) info.type = c4d.HANDLECONSTRAINTTYPE_LINEAR; info.direction = self.SwapPoint(op, info.direction, axis)
Thanks.
hi,
I've created this example : The first thing to do is to build an object without handle. Just create your parameters, and use them. After that you can implement the handle that will changes those parameters. (and changing the parameter will change the handle).
I have a Float that will server me to store the rotation of the body, only on the Y axis, that's why I only need one float. For the head, i'll store that in a vector.
The same idea must be done for scaling.
import math import c4d # Be sure to use a unique ID obtained from www.plugincafe.com PLUGIN_ID = 1000001 OMINECHARAC_HEAD = 10000 OMINECHARAC_BODY = 10001 BODY_HEIGHT = 500 HEAD_HEIGHT = 100 class MineCharac(c4d.plugins.ObjectData): """CircleObject Generator""" def Init(self, node): """ Called when Cinema 4D Initialize the ObjectData (used to define, default values) :param node: The instance of the ObjectData. :type node: c4d.GeListNode :return: True on success, otherwise False. """ # Retrieves the BaseContainer Instance to set the default values data = node.GetDataInstance() if data is None: return False # Defines default values in the BaseContainer data.SetVector(OMINECHARAC_HEAD, c4d.Vector(0)) data.SetFloat(OMINECHARAC_BODY, 0.0) return True """========== Begin of Handle Management ==========""" def GetHandleCount(self, op): """ Called by Cinema 4D to retrieve the count of Handle the object will have. :param op: The instance of the ObjectData. :type op: c4d.BaseObject :return: The number of handle :rtype: int """ # One handle will be used for this object return 2 def GetHandle(self, op, i, info): """ Called by Cinema 4D to retrieve the information of a given handle ID to represent a/some parameter(s). :param op: The instance of the ObjectData. :type op: c4d.BaseObject :param i: The handle index. :type i: int :param info: The HandleInfo to fill with data. :type info: c4d.HandleInfo """ # Retrieves the current BaseContainer data = op.GetDataInstance() if data is None: return # Defines the position, direction and type of the handle radius = 250 # ID 0 will be head if i == 0: info.center = c4d.Vector(0, 600, 0) position = data.GetVector(OMINECHARAC_HEAD) mg = c4d.utils.HPBToMatrix(position) info.position = info.center + ( mg.v3 * 100) info.direction = data.GetVector(OMINECHARAC_HEAD) info.type = c4d.HANDLECONSTRAINTTYPE_SPHERICAL # ID 1 will be body if i == 1: sn, cs = c4d.utils.SinCos(data.GetFloat(OMINECHARAC_BODY)) info.position = c4d.Vector(-sn * radius, 0, cs * radius) info.direction = c4d.Vector(0, 1, 0) info.center = c4d.Vector(0, 0, 0) info.type = c4d.HANDLECONSTRAINTTYPE_PLANAR def SetHandle(self, op, i, p, info): """ Called by Cinema 4D when the user set the handle. This is the place to retrieve the information of a given handle ID and drive your parameter(s). :param op: The instance of the ObjectData. :type op: c4d.BaseObject :param i: The handle index. :type i: int :param p: The new Handle Position. :type p: c4d.Vector :param info: The HandleInfo filled with data. :type info: c4d.HandleInfo """ data = op.GetDataInstance() if data is None: return if i == 0: hpb = c4d.utils.VectorToHPB(p - info.center) data.SetVector(c4d.OMINECHARAC_HEAD, hpb) if i == 1: hpb = c4d.utils.VectorToHPB(p) value = hpb.x data.SetFloat(OMINECHARAC_BODY, value) def Draw(self, op, drawpass, bd, bh): """ Called by Cinema 4d when the display is updated to display some visual element of your object in the 3D view. This is also the place to draw Handle :param op: The instance of the ObjectData. :type op: c4d.BaseObject :param drawpass: :param bd: The editor's view. :type bd: c4d.BaseDraw :param bh: The BaseDrawHelp editor's view. :type bh: c4d.plugins.BaseDrawHelp :return: The result of the drawing (most likely c4d.DRAWRESULT_OK) """ # If the current draw pass is not the handle, skip this Draw Call. if drawpass != c4d.DRAWPASS_HANDLES: return c4d.DRAWRESULT_SKIP # Defines the drawing matrix to the object matrix. m = bh.GetMg() bd.SetMatrix_Matrix(op, m) # Checks if one of the handle of the current object is currently hovered by the mouse. hitId = op.GetHighlightHandle(bd) # Defines the color of the handle according of the hovered state of the object. hoverColor = c4d.VIEWCOLOR_ACTIVEPOINT if hitId != 0 else c4d.VIEWCOLOR_SELECTION_PREVIEW bd.SetPen(c4d.GetViewColor(hoverColor)) # Retrieves the information of the current handle. infoHead = c4d.HandleInfo() infoBody = c4d.HandleInfo() self.GetHandle(op, 0, infoHead) self.GetHandle(op, 1, infoBody) # Draw the handle to the correct position bd.DrawHandle(infoHead.position, c4d.DRAWHANDLE_BIG, 0) bd.SetPen(c4d.GetViewColor( c4d.VIEWCOLOR_ACTIVEPOINT)) bd.DrawLine(infoHead.position, infoHead.center, 0) self.GetHandle(op, 1, infoBody) bd.DrawHandle(infoBody.position, c4d.DRAWHANDLE_BIG, 0) bd.SetPen(c4d.GetViewColor( c4d.VIEWCOLOR_ACTIVEPOINT)) bd.DrawLine(infoBody.position, infoBody.center, 0) return c4d.DRAWRESULT_OK """========== End of Handle Management ==========""" def GetVirtualObjects(self, op, hh): dirty = op.CheckCache(hh) or op.IsDirty(c4d.DIRTY_DATA) if dirty is False: return op.GetCache(hh) parent = c4d.BaseObject(c4d.Onull) data = op.GetDataInstance() if data is None: return body_rotation = c4d.Vector(data.GetFloat(OMINECHARAC_BODY), 0, 0 ) body = c4d.BaseObject(c4d.Ocube) body[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Y] = BODY_HEIGHT body.SetRelPos(c4d.Vector(0, BODY_HEIGHT * 0.5, 0)) body.SetRelRot(body_rotation) head_rotation = data.GetVector(OMINECHARAC_HEAD) head = c4d.BaseObject(c4d.Ocube) head[c4d.PRIM_CUBE_LEN,c4d.VECTOR_Y] = HEAD_HEIGHT head.SetRelPos(c4d.Vector(0,BODY_HEIGHT + HEAD_HEIGHT * 0.5 + 10 , 0)) head.SetRelRot(head_rotation) head.InsertUnder(parent) body.InsertUnder(parent) return parent if __name__ == "__main__": # Registers the object plugin c4d.plugins.RegisterObjectPlugin(id=PLUGIN_ID, str="MineCharac", g=MineCharac, description="Ominecharac", icon=None, info=c4d.OBJECT_GENERATOR)
Cheers, Manuel
Hi,
of an object inside the hierarchy of plugin object cache
that part is not clear for me, are you talking about the cache of a child of your plugin's objectData or the cache of the object data itself ?
You seem to have issue with handling the handlers, did you checked our example on github : Round Tube ? SetHandle, GetHandle, GetHandleCount, Draw` must be implemented.
SetHandle
GetHandle
GetHandleCount,
Inside the GetHandle function you can set the HandleInfo to spherical using that symbol : HANDLECONSTRAINTTYPE_SPHERICAL
About the unlimited rotation, i don't see the point to do that.
@m_magalhaes Hi, Bellow a simple example of plugin's objectData to illustrate what I want to do:
def GetVirtualObjects(self, op, hh): dirty = op.CheckCache(hh) or op.IsDirty(c4d.DIRTY_DATA) if not dirty: return op.GetCache(hh) data = op.GetDataInstance() if data is None: c4d.BaseObject(c4d.Onull) pitch = data.GetFloat(c4d.MY_OBJECT_PITCH) rot = data.GetFloat(c4d.MY_OBJECT_ROTATION) container = c4d.BaseObject(c4d.Onull) head_obj = c4d.BaseObject(c4d.Ocube) body_obj = c4d.BaseObject(c4d.Ocube) ... head_obj.SetParameter(c4d.DescID(c4d.ID_BASEOBJECT_REL_ROTATION), c4d.Vector(math.radians(rot), math.radians(pitch), 0), c4d.DESCFLAGS_SET_0) head_obj.InsertUnder(container) body_obj.InsertUnder(container) return container
The object in question here is the head_obj, I have successfully created the handle points to control the width, height and depth of the head_obj. and to pin the handle points depending on the head_obj rotation I used the solution from this post: https://plugincafe.maxon.net/topic/12347/how-to-calculate-a-rectangle-corners-position-depending-on-her-rotation
The remaining problem it was to adapting the info.direction Vector depending on the head_obj rotation, so I have created the function axis() (see above in my main question). this function works but I'm just searching better way to create same function.
I also struggle a bit understanding what you are actually doing, but here are some suggestions anyways:
rot in range(45, 135)
45 <= rot < 135
abs
mod
Cheers, zipit
[1] But your probably meant 45 <= rot <= 135, which would be rot in range(45, 136) in your form.
45 <= rot <= 135
rot in range(45, 136)
@m_magalhaes Hi, Thank you so much for this very interesting work. I'm trying to adapt it on my project and if I have a problem I will return to this topic.
I will mark this thread as solved tomorrow.