Cinema4D Get Texture Atlas/Get Image At Coordinate



  • Hello there I am wondering how I can use a texture atlas in cinema4D to use for my icons instead of loading seperate icons for example like what I see they are doing in XPaticles

    unknown (1).png



  • Did GetClonePart and it works :)

    Cinema4D Preview Icon
    unknown.png demoIcons.png

    [CODE HERE]

    #  // Imports  //
    import os
    import sys
    #  // Imports for Cinema 4D //
    import c4d
    from c4d import plugins, gui, bitmaps, documents, storage, utils
    
    # Icons Image Paths
    OneImageIcons = os.path.join(os.path.dirname(__file__), 'icons', "demoIcons.png")
    
    
    # ---------------------------------------------------------------------
    #       Creating GUI Instance Functions UI Elements Operations
    #                          Hepler Methods.
    # ---------------------------------------------------------------------
    
    # Get Icon from Icons one image.
    def GetCustomIcon(size, locCordX, locCordY):
        """ Get Texture Atlas Image """
        bmp = c4d.bitmaps.BaseBitmap()
        bmp.InitWith(OneImageIcons)
        w = size
        h = size
        x = locCordX
        y = locCordY
        selectIcon = bmp.GetClonePart(x, y, w, h)
        return selectIcon
    
    # Create a Bitmap Button Custom GUI.
    def CustomImageButton_GUI(ui_ins, btn_id, toolname, tooltip, image):
        ui_ins.GroupBegin(0, c4d.BFH_MASK, 1, 0, "")
        bc = c4d.BaseContainer()                                  # Create a new container to store the button image
        bc.SetLong(c4d.BITMAPBUTTON_BORDER, c4d.BORDER_NONE)      # Sets the border flag to look like a button look. eg.( c4d.BORDER_NONE or c4d.BORDER_THIN_OUT or c4d.BORDER_OUT )
        bc.SetBool(c4d.BITMAPBUTTON_BUTTON, True)                 # Clickable button / Does not seem to to work in R13?
        bc.SetBool(c4d.BITMAPBUTTON_TOGGLE, True)                 # Toggle button, like a checkbox.
        bc.SetString(c4d.BITMAPBUTTON_TOOLTIP, "<b>"+ toolname + "</b><br>" + tooltip)
        ui_ins.myBitButton = ui_ins.AddCustomGui(btn_id, c4d.CUSTOMGUI_BITMAPBUTTON, "Bitmap Button", c4d.BFH_MASK, 10, 10, bc)
        ui_ins.myBitButton.SetImage(image)
        ui_ins.GroupEnd()
        return True
    
    
    
    
    # ----------------------------------------
    #  // UI Main Window //
    # ----------------------------------------
    class Tool_WindowDialog(c4d.gui.GeDialog):
    
        # GUI Ids
        IDS_VER = 999
        IDS_OverallGrp = 1000
        IDS_StaticText = 1001
        IDS_BTN_01 = 1002
        IDS_BTN_02 = 1003
        IDS_BTN_03 = 1004
        IDS_BTN_04 = 1005
    
        # // Main GeDialog Overrides //
    
        """
        The __init__ is an Constuctor and help get
        and passes data on from the another class.
        """
        def __init__(self):
            super(Tool_WindowDialog, self).__init__()
    
        # UI Layout
        def CreateLayout(self):
    
            # Dialog Title
            self.SetTitle("Tool Ui")
    
            # Adding the GUI Buttons and inside a empty group with 4 rows.
            self.GroupBegin(0, c4d.BFH_SCALEFIT, 4, 0, "")
            self.GroupBorderSpace(5, 5, 5, 5)
            
            CustomImageButton_GUI(ui_ins=self,
                                  btn_id=self.IDS_BTN_01,
                                  toolname="Go UP",
                                  tooltip="HelloWorld",
                                  image=GetCustomIcon(size=32, locCordX=0, locCordY=37))
    
            CustomImageButton_GUI(ui_ins=self,
                                  btn_id=self.IDS_BTN_02,
                                  toolname="Go Right",
                                  tooltip="HelloWorld",
                                  image=GetCustomIcon(size=32, locCordX=0, locCordY=0))
    
            self.GroupEnd()
    
            self.GroupEnd() # End of the overall group.
            return True
    
        # Called when the dialog is initialized by the GUI / GUI's with startup values basically.
        def InitValues(self):
            print("Yang Ultimate Tools Dialog is open.")
            return True
    
        # Adding Excuting Commands Functions for UI Elements.
        def Command(self, id, msg):
            if id == id:
                print(str(id))
            return True
    
        # Override this function if you want to react to Cinema 4D core messages.
        # The original message is stored in msg
        def CoreMessage(self, id, msg):
            if id == c4d.EVMSG_CHANGE:
                #self.add_images()
                pass
            return True
    
        """
        DestroyWindow Override this method - this function is
        called when the dialog is about to be closed temporarily,
        for example for layout switching.
        """
        def DestroyWindow(self):
            print("Tools Dialog Close.")
    
    
    if __name__=='__main__':
        class_dialog = Tool_WindowDialog()
        class_dialog.Open(c4d.DLG_TYPE_ASYNC, defaultw=200, defaulth=10)
    
    


  • Hi,

    it is a bit unclear to me, what your actual question is. The bitmap type of Cinema is BaseBitmap. It has a method called CopyPartTo with which you can copy a part of a BaseBitmap (your atlas) into another BaseBitmap (an icon). There is no texture atlas type in the Python API for Cinema, which would handle the parsing of an atlas and its metadata into a set of bitmaps for you. So you will have to do that yourself.

    Cheers,
    zipit



  • @zipit said in Cinema4D read texture atlas:

    e

    Seems like you might have answered the question I wanted to know how to get the icon I wanted from that image and use it as an icon in C4D seems like GetClonePart returns the bitmap CopyPartTo returns bool is CopyPartTo still the anwser?



  • Did GetClonePart and it works :)

    Cinema4D Preview Icon
    unknown.png demoIcons.png

    [CODE HERE]

    #  // Imports  //
    import os
    import sys
    #  // Imports for Cinema 4D //
    import c4d
    from c4d import plugins, gui, bitmaps, documents, storage, utils
    
    # Icons Image Paths
    OneImageIcons = os.path.join(os.path.dirname(__file__), 'icons', "demoIcons.png")
    
    
    # ---------------------------------------------------------------------
    #       Creating GUI Instance Functions UI Elements Operations
    #                          Hepler Methods.
    # ---------------------------------------------------------------------
    
    # Get Icon from Icons one image.
    def GetCustomIcon(size, locCordX, locCordY):
        """ Get Texture Atlas Image """
        bmp = c4d.bitmaps.BaseBitmap()
        bmp.InitWith(OneImageIcons)
        w = size
        h = size
        x = locCordX
        y = locCordY
        selectIcon = bmp.GetClonePart(x, y, w, h)
        return selectIcon
    
    # Create a Bitmap Button Custom GUI.
    def CustomImageButton_GUI(ui_ins, btn_id, toolname, tooltip, image):
        ui_ins.GroupBegin(0, c4d.BFH_MASK, 1, 0, "")
        bc = c4d.BaseContainer()                                  # Create a new container to store the button image
        bc.SetLong(c4d.BITMAPBUTTON_BORDER, c4d.BORDER_NONE)      # Sets the border flag to look like a button look. eg.( c4d.BORDER_NONE or c4d.BORDER_THIN_OUT or c4d.BORDER_OUT )
        bc.SetBool(c4d.BITMAPBUTTON_BUTTON, True)                 # Clickable button / Does not seem to to work in R13?
        bc.SetBool(c4d.BITMAPBUTTON_TOGGLE, True)                 # Toggle button, like a checkbox.
        bc.SetString(c4d.BITMAPBUTTON_TOOLTIP, "<b>"+ toolname + "</b><br>" + tooltip)
        ui_ins.myBitButton = ui_ins.AddCustomGui(btn_id, c4d.CUSTOMGUI_BITMAPBUTTON, "Bitmap Button", c4d.BFH_MASK, 10, 10, bc)
        ui_ins.myBitButton.SetImage(image)
        ui_ins.GroupEnd()
        return True
    
    
    
    
    # ----------------------------------------
    #  // UI Main Window //
    # ----------------------------------------
    class Tool_WindowDialog(c4d.gui.GeDialog):
    
        # GUI Ids
        IDS_VER = 999
        IDS_OverallGrp = 1000
        IDS_StaticText = 1001
        IDS_BTN_01 = 1002
        IDS_BTN_02 = 1003
        IDS_BTN_03 = 1004
        IDS_BTN_04 = 1005
    
        # // Main GeDialog Overrides //
    
        """
        The __init__ is an Constuctor and help get
        and passes data on from the another class.
        """
        def __init__(self):
            super(Tool_WindowDialog, self).__init__()
    
        # UI Layout
        def CreateLayout(self):
    
            # Dialog Title
            self.SetTitle("Tool Ui")
    
            # Adding the GUI Buttons and inside a empty group with 4 rows.
            self.GroupBegin(0, c4d.BFH_SCALEFIT, 4, 0, "")
            self.GroupBorderSpace(5, 5, 5, 5)
            
            CustomImageButton_GUI(ui_ins=self,
                                  btn_id=self.IDS_BTN_01,
                                  toolname="Go UP",
                                  tooltip="HelloWorld",
                                  image=GetCustomIcon(size=32, locCordX=0, locCordY=37))
    
            CustomImageButton_GUI(ui_ins=self,
                                  btn_id=self.IDS_BTN_02,
                                  toolname="Go Right",
                                  tooltip="HelloWorld",
                                  image=GetCustomIcon(size=32, locCordX=0, locCordY=0))
    
            self.GroupEnd()
    
            self.GroupEnd() # End of the overall group.
            return True
    
        # Called when the dialog is initialized by the GUI / GUI's with startup values basically.
        def InitValues(self):
            print("Yang Ultimate Tools Dialog is open.")
            return True
    
        # Adding Excuting Commands Functions for UI Elements.
        def Command(self, id, msg):
            if id == id:
                print(str(id))
            return True
    
        # Override this function if you want to react to Cinema 4D core messages.
        # The original message is stored in msg
        def CoreMessage(self, id, msg):
            if id == c4d.EVMSG_CHANGE:
                #self.add_images()
                pass
            return True
    
        """
        DestroyWindow Override this method - this function is
        called when the dialog is about to be closed temporarily,
        for example for layout switching.
        """
        def DestroyWindow(self):
            print("Tools Dialog Close.")
    
    
    if __name__=='__main__':
        class_dialog = Tool_WindowDialog()
        class_dialog.Open(c4d.DLG_TYPE_ASYNC, defaultw=200, defaulth=10)
    
    

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