Just can't get GetPixelInfoPoint to work :-(



  • On 18/06/2014 at 05:49, xxxxxxxx wrote:

    Howdy,

    Have you looked at ViewportPixel::GetNearestPoint()?

    That function may be easier to use because it has a radius parameter:

    ViewportPixel *vp = vps->GetNearestPoint(op,x,y,rad);
    

    Adios,
    Cactus Dan



  • On 18/06/2014 at 06:49, xxxxxxxx wrote:

    Even with GetNearestPoint I still get vp==NULL :-(



  • On 18/06/2014 at 07:46, xxxxxxxx wrote:

    Howdy,

    Try this sample code:

    #include "c4d.h"
    #include "c4d_symbols.h"
    #include "lib_collider.h"
      
    class TestTool : public ToolData
    {
    private:
    	Real mx, my;
    	Bool mDrag;
    	
    public:
    	virtual TOOLDRAW Draw(BaseDocument* doc, BaseContainer& data, BaseDraw* bd, BaseDrawHelp* bh, BaseThread* bt, TOOLDRAWFLAGS flags);
    	virtual Bool MouseInput(BaseDocument *doc, BaseContainer &data, BaseDraw *bd, EditorWindow *win, const BaseContainer &msg);
    };
      
    TOOLDRAW TestTool::Draw(BaseDocument* doc, BaseContainer& data, BaseDraw* bd, BaseDrawHelp* bh, BaseThread* bt, TOOLDRAWFLAGS flags)
    {
    	BaseObject	*op = doc->GetActiveObject(); if(!op) return TOOLDRAW_0;
    	if(!(op->IsInstanceOf(Opoint) && ToPoint(op)->GetPointR())) return TOOLDRAW_0;
    	
    	Real rad = 10.0;
    	if(mDrag)
    	{
    		bd->SetPen(Vector(0,0,0));
    		bd->DrawCircle2D(LONG(mx),LONG(my),rad);
    	}
      
    	return TOOLDRAW_HANDLES|TOOLDRAW_AXIS|TOOLDRAW_HIGHLIGHTS;
    }
      
    Bool TestTool::MouseInput(BaseDocument *doc, BaseContainer &data, BaseDraw *bd,EditorWindow *win, const BaseContainer &msg)
    {
    	BaseObject	*op = doc->GetActiveObject(); if(!op) return false;
    	if(!(op->IsInstanceOf(Opoint) && ToPoint(op)->GetPointR())) return false;
    		
    	mx = msg.GetReal(BFM_INPUT_X);
    	my = msg.GetReal(BFM_INPUT_Y);
    	LONG button;
    	
    	switch (msg.GetLong(BFM_INPUT_CHANNEL))
    	{
    		case BFM_INPUT_MOUSELEFT : button=KEY_MLEFT; break;
    		case BFM_INPUT_MOUSERIGHT: button=KEY_MRIGHT; break;
    		default: return TRUE;
    	}
    	
    	Real rad = 10.0;
    	Bool vOnly = true;
    	
    	AutoAlloc<ViewportSelect> vps; if(!vps) return false;
    	
    	LONG left, top, right, bottom, width, height;
    	bd->GetFrame(&left, &top, &right, &bottom);
    	width = right - left + 1;
    	height = bottom - top + 1;
    	
    	vps->Init(width,height,bd,op,Mpoints,vOnly,VIEWPORTSELECTFLAGS_USE_HN|VIEWPORTSELECTFLAGS_USE_DEFORMERS);
    	vps->SetBrushRadius(rad);
      
    	Real dx, dy;
    	mDrag = false;
    	BaseContainer bc, device;
    	win->MouseDragStart(button,mx,my,MOUSEDRAGFLAGS_DONTHIDEMOUSE|MOUSEDRAGFLAGS_NOMOVE);
    	while (win->MouseDrag(&dx,&dy,&device)==MOUSEDRAGRESULT_CONTINUE)
    	{
    		mx+=dx;
    		my+=dy;
    		mDrag = true;
    		LONG x = mx, y = my;
    		
    		ViewportPixel *vp = vps->GetNearestPoint(op,x,y,rad);
    		if(vp)
    		{
    			GePrint(LongToString(vp->i));
    		}
    		DrawViews(DRAWFLAGS_INDRAG|DRAWFLAGS_NO_REDUCTION|DRAWFLAGS_ONLY_ACTIVE_VIEW|DRAWFLAGS_NO_THREAD|DRAWFLAGS_NO_ANIMATION);
    	}
    	mDrag = false;
    	EventAdd(EVENT_FORCEREDRAW);
      
    	return TRUE;
    }
      
    #define ID_TOOLDATA_TEST		1000007
      
    Bool RegisterTestTool(void)
    {
    	return RegisterToolPlugin(ID_TOOLDATA_TEST,"Test Tool",0,AutoBitmap("Test.tif"),"Test Tool",gNew TestTool);
    }
    

    Adios,
    Cactus Dan



  • On 18/06/2014 at 08:37, xxxxxxxx wrote:

    I replaced all my code with your code and added the following:

    (...)
    ViewportPixel *vp = vps1->GetNearestPoint(op,x,y,rad);
    if(vp)
    {
         GePrint(LongToString(vp->i));
    }
    else
    {
         GePrint("vp is NULL");
    }
    (...)

    And all I got, as I dragged the cursor was "vp is NULL" in the Console :-(



  • On 18/06/2014 at 09:11, xxxxxxxx wrote:

    Howdy,

    OK, I added the line:

    else GePrint("vp is NULL");
    

    ... and it only prints that when the mouse is not over a point of the object and within the radius.

    Adios,
    Cactus Dan



  • On 18/06/2014 at 09:24, xxxxxxxx wrote:

    If the code works in Python. Then It's not a code problem.

    The simplest way to check it is to put this in the sculpting.cpp file's while loop: GePrint(pPixel->op->GetName());
    If this returns NULL and not the name of the object. Then there's got to be something wrong with your SDK installation.

    -ScottA



  • On 18/06/2014 at 09:33, xxxxxxxx wrote:

    So, why the hell is it not working for me?!?
    Would you guys be willing to check out my code?
    It is not much longer than the one posted above by Scott ;-)



  • On 18/06/2014 at 09:38, xxxxxxxx wrote:

    Howdy,

    Hehe, at this point that may be your only option. If you want to keep your code confidential, feel free to pm or email it to one of us.

    Adios,
    Cactus Dan



  • On 18/06/2014 at 09:38, xxxxxxxx wrote:

    Scott, I did what you said and the sculpt tool works fine and prints out the name of the object.



  • On 18/06/2014 at 09:44, xxxxxxxx wrote:

    Well, I will send it through pm just because I don't want to show my lame code to everyone ;-)
    Thank you very much in advance.



  • On 18/06/2014 at 09:50, xxxxxxxx wrote:

    I just sent you a PM with my code, Dan.
    I will only send it to Scott if he says it is OK to do so.
    Thank you very much in advance to both of you.



  • On 18/06/2014 at 10:29, xxxxxxxx wrote:

    If Dan's willing to help you out. There's no need to send it to me Rui.
    He can probably help you better than I can.
    Plus, he's a Mac user. So you can send files to each other. And I can't do that.

    -ScottA



  • On 18/06/2014 at 10:33, xxxxxxxx wrote:

    Thank you very much for the help, anyway, Scott :-)
    I guess I will be needing more help in the near future, now that I jumped on the C++ boat.
    I can compile for Mac and Windows and that is great. But I'm still a newbie.



  • On 18/06/2014 at 10:53, xxxxxxxx wrote:

    Howdy,

    Well, I added your "CheckRadius" function to the test code that I posted, and it always prints "pPixel is NULL" the same as you're getting. So that function looks like it is the culprit.

    But if I change the code in that function to:

    LONG x = mouseX;
    LONG y = mouseY;
    ViewportPixel *pPixel = vps->GetNearestPoint(current_obj,x,y,radius);
    if(pPixel) GePrint(LongToString(pPixel->i));
    else GePrint("pPixel is NULL");
    

    ... then it works.

    What is the purpose of the code in CheckRadius()? I mean why the nested for() loops?

    Edit:
    I can see using the nested for() loops in the sculpting tool example in the sdk project, because that tool would need to affect the surrounding points along with the point under the mouse, therefore the use of:

    pPixel = pPixel->next;
    

    ... but for a painting tool, it just seems like the GetNearestPoint() function would be the easier.

    Adios,
    Cactus Dan



  • On 18/06/2014 at 12:41, xxxxxxxx wrote:

    Well, it is a painting tool that should paint ALL points inside the radius.
    But since the ViewportPixel structure is a linked list, maybe the GetNearestPoint returns a linked list of all points that are withing the radius.
    I will give it a try :-)
    Thank you, Dan.



  • On 18/06/2014 at 12:54, xxxxxxxx wrote:

    Damn!!
    Now my CheckRadius function is just:

      
    void cPolyPaintTool::CheckRadius(BaseDocument* doc, BaseContainer &data;, Real mouseX, Real mouseY, Real radius)   
    {   
    LONG x = _mouseX;   
    LONG y = _mouseY;   
    LONG rad = radius;   
            
    ViewportPixel* pPixel = vps->GetNearestPoint(current_obj, x, y,rad,FALSE,NULL,0);   
                      
    if (pPixel) GePrint(LongToString(pPixel->i));   
    else   
         GePrint("pPixel is NULL");   
    }   
    

    And I still only get "pPixel is NULL". It never printed an index.



  • On 18/06/2014 at 13:56, xxxxxxxx wrote:

    Howdy,

    Maybe it is working?

    Here's a test I did. I added a breakpoint within the while loop in your original CheckRadius() function code, and ran it in the Debugger. The debugger did break at that point, which means that at least one pass through the loop did return a valid pointer to the ViewportPixel. It's just that there were so many other passes that return NULL, that I missed it in the console.

    Here's a screen capture video showing it:
    http://www.cactus3d.com/BreakPoint.mov

    You can see in the video that 1 pass did print "1" to the console which is the point's index I clicked on in the viewport.

    Adios,
    Cactus Dan



  • On 18/06/2014 at 14:05, xxxxxxxx wrote:

    So, why doesn't it return lots of indexes when I search for the points inside the nested loops?
    Because I'm "painting" on top of a very dense mesh.

    p.s. I don't know how to run a plugin in the Debugger :-(



  • On 18/06/2014 at 14:11, xxxxxxxx wrote:

    Howdy,

    Well, remember that the console has a line limit, so when it goes over that limit, it starts truncating lines from the beginning.

    Have you tried commenting out the line to print when it's NULL, and see if anything is printed to the console?

    Adios,
    Cactus Dan



  • On 18/06/2014 at 14:15, xxxxxxxx wrote:

    Yes, I did. And nothing gets printed :-(


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