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
Solved Cinema4D Get Texture Atlas/Get Image At Coordinate
Did GetClonePart and it works :)
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[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
MAXON SDK Specialist
developers.maxon.net
@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 |
---|---|
![]() |
![]() |
[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)