Selected polygon rotation [SOLVED]



  • On 23/03/2015 at 09:28, xxxxxxxx wrote:

    Is it possible to get the selected polygon rotation and position?

    Kinda like if u select a polygon in polygon-mode then u will get a new axis that represents the center position and rotation of the selected polygon. In the coordinates dialog u can see the values i need to get.

    For example a sphere object: 

    I tried disconnecting all polygons and convert poly-groups to objects but then the axis stays on the rotation and position of the parent object

    Also found GetModelingAxis() but that's C++ is there any workaround to get this working? 
    Or is it possible to get the rotation i need in another more mathematically way?

    Thanks,
    Gianni



  • On 24/03/2015 at 05:07, xxxxxxxx wrote:

    I created a workaround to get the data. Its only a bit slow with a lot of polygons.

    After mesh object is triangulated, disconnected without preserving groups and poly-groups to objects i run this script per triangle. It gives me what i was searching for. With some editing it will also work for non exploded poly-groups.

    def triangleModelingAxis(object) :
      
    	object.SetBit(c4d.BIT_ACTIVE);  	# sets active object
      
    	doc.SetMode(c4d.Mpolygons)      	# sets editing mode
      
    	sel = object.GetPolygonS();     		# get selected polygons
    	sel.DeselectAll();              			# deselect them
    	sel.Select(0);                  			# select first poly
      
    	c4d.CallCommand(431000009);     	# Align Workplane to Selection
    	c4d.CallCommand(5168);          	# Add Plane   
    	c4d.CallCommand(1027593);       	# Locked Workplane
    	c4d.CallCommand(431000007);     	# Reset Workplane to Y
    	
    	plane  = doc.GetActiveObject(); 	# Get the plane object
      
    	absRot = plane.GetAbsRot();     		# Get plane rotation
    	absPos = plane.GetAbsPos();    		# Get plane position
    	
    	plane.Remove();                 		# remove te plane from scene
      
    	sel.DeselectAll();              			# deselect all polygons
    	plane.DelBit(c4d.BIT_ACTIVE);   	# deselect plane
    	object.SetBit(c4d.BIT_ACTIVE);  	# select object
      
    	doc.SetMode(c4d.Mobject);       		# sets editing mode
      
    	return absRot, absPos           		# returns data
    

    Greets,
    Gianni



  • On 24/03/2015 at 06:41, xxxxxxxx wrote:

    Hello Gianni,

    this might be a faster approach.
    The first is with calculating a new matrix for the polygon, the second takes advantage of the euler angles.
    Hope this helps?
    Best wishes
    Martin

      
    import c4d  
    from c4d import utils  
      
      
      
    def main() :  
      #_______________________________  
      #validate object  
      if not op : return  
      if not op.IsInstanceOf(c4d.Opolygon) : return  
        
      #_______________________________  
      #work on triangulated clone  
      obj = op.GetClone()     
      utils.SendModelingCommand(command=c4d.MCOMMAND_TRIANGULATE,  
                                              list=[obj],  
                                              doc=doc)  
      #_______________________________  
      #choose a polygon  
      poly = op.GetPolygon(80)  
      if not poly : return  
      print poly  
        
      #_______________________________  
      #points edges in global space  
      matr = op.GetMg()  
      p0 = obj.GetPoint(poly.a)*matr  
      p1 = obj.GetPoint(poly.b)*matr  
      p2 = obj.GetPoint(poly.c)*matr     
      e0 = p1 - p0  
      e1 = p2 - p1  
      
      #_______________________________  
      #calculate polygon specific matrix  
      zfn = e0.Cross(e1).GetNormalized()  
      xfn = c4d.Vector(0,1,0).Cross(zfn).GetNormalized()  
      yfn = xfn.Cross(zfn).GetNormalized()  
      
      newmatr = c4d.Matrix()  
      newmatr.v1 = xfn  
      newmatr.v2 = yfn  
      newmatr.v3 = zfn  
      newmatr.off = (p0 + p1 + p2)/3  
        
      #_______________________________  
      #or use euler angle for the rotation  
      position = (p0 + p1 + p2)/3  
      zfn = e0.Cross(e1).GetNormalized()  
      rotation = c4d.utils.VectorToHPB(zfn)  
        
      #_______________________________  
      #test it  
      cube = doc.SearchObject("Cube")  
      ##set the new matrix  
      #cube.SetMg(newmatr)  
        
      ##or set rotation and position  
      cube.SetAbsPos(position)  
      cube.SetAbsRot(rotation)  
      c4d.EventAdd()  
      
    if __name__=='__main__':  
      main()  
      
    


  • On 25/03/2015 at 04:05, xxxxxxxx wrote:

    Thanks Martin i'm incorporating your code now and its indeed alot faster ;)



  • On 27/03/2015 at 10:13, xxxxxxxx wrote:

    Hi,

    I'll assume that the issue is solved, and will set the topic as such.  However, I'll leave the topic open to new postings, in case any follow up is required.

    Joey Gaspe
    SDK Support Engineer


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