public CharakterHuman(GeListNode node, DescriptionCommand desc)
        {
            this.b = GetDataInstance(node);
            this.button = desc.id.GetAt(0).id;
            this.doc = C4dApi.GetActiveDocument();//Speichern aller Elemente im Dokument in die Variable doc
            this.myMesh = b.GetObjectLink(SKELETT_OBJ_AUSWAHL, doc); //selektiertes Object in die Variable ObjSe speichern
            this.mcd = new ModelingCommandData(this.doc, this.myMesh, this.myMesh.GetDataInstance(), MODELINGCOMMANDMODE.MODELINGCOMMANDMODE_ALL, MODELINGCOMMANDFLAGS.MODELINGCOMMANDFLAGS_CREATEUNDO, null, null);

            /**
             * Bisheriges speichern und in die Szene zeichnen
             */
            C4dApi.EventAdd();

            /**
             * Wichtungstag definieren
             */
            this.wtag = CAWeightTag.Alloc();
            //TODO - Geaendert von DS
            //this.wtagBaseTag = BaseTag.Alloc(C4dApi.Tweights);
            /**
             * Wichtungstag in das BaseObject einbauen
             */
            this.myMesh.InsertTag(this.wtag);

            /**
             * Standard BaseObject vom Typ Joint erstellen, diese sind bei Menschen immer aktiv
             */
            BaseObject jointSpine = this.allocJoint("Spine");
            BaseObject jointAbs = this.allocJoint("Abs", jointSpine, new double3(0, 100, 0));
            BaseObject jointChest = this.allocJoint("Chest", jointAbs, new double3(0, 50, 0));
            BaseObject jointNeck = this.allocJoint("Neck", jointChest, new double3(0, 25, 0));
            BaseObject jointHead = this.allocJoint("Head", jointNeck, new double3(0, 50, 0));
            BaseObject jointL_Hip = this.allocJoint("L_Hip", jointSpine, new double3(25, 0, 0));
            BaseObject jointL_Shoulder = this.allocJoint("L_Shoulder", jointChest, new double3(25, 0, 0));

            /**
             * Spiegelung
             */
            BaseObject jointR_Hip = this.allocMirrorJoint("R_Hip", jointSpine, jointL_Hip);
            BaseObject jointR_Shoulder = this.allocMirrorJoint("R_Shoulder", jointChest, jointL_Shoulder);

            /***********
             * Übergabe an den Wichtungstag
             ***********/

            /**
             * Arme hinzufügen
             */
            this.AddArms(jointL_Shoulder, jointR_Shoulder);

            /**
             * Füße hinzufügen
             */
            this.AddFeet(jointL_Hip, jointR_Hip);
            /**
             * Standard
             */
            this.wtag.AddJoint(jointSpine);
            this.wtag.AddJoint(jointAbs);
            this.wtag.AddJoint(jointChest);
            this.wtag.AddJoint(jointNeck);
            this.wtag.AddJoint(jointHead);
            // Linke seite vom Körper
            this.wtag.AddJoint(jointL_Hip);
            this.wtag.AddJoint(jointL_Shoulder);
            // Rechte seite vom Körper
            this.wtag.AddJoint(jointR_Hip);
            this.wtag.AddJoint(jointR_Shoulder);

            /**
             * Debug Ausgabe erstellen
             */
            C4dApi.GePrint("Der Joint wurde angelegt");
            jointSpine.GetTag(C4dApi.Tweights);

            /**
             * Skin Objekt einfügen
             */

            BaseObject skin = BaseObject.Alloc(C4dApi.Oskin);
            if (skin != null)
            {

                skin.InsertUnder(this.myMesh);
                skin.SetEditorMode(C4dApi.MODE_ON);

               //BaseContainer bcc = skin.GetDataInstance();
               //InExcludeData list=new InExcludeData(0);
               //BaseList2D b2d = bcc.GetLink(SKELETT_OBJ_AUSWAHL, doc);
               //list.InsertObject(b2d,0);
                //  InExcludeData list = (InExcludeData)bcc.GetCustomDataType(ID_CA_SKIN_OBJECT_INCLUDE, C4dApi.CUSTOMDATATYPE_INEXCLUDE_LIST);
              //     list.InsertObject(this.myMesh, 0);
                //bcc.SetLong(ID_CA_SKIN_OBJECT_INCEXC, 1);
               //bcc.GetCustomDataType(ID_CA_SKIN_OBJECT_INCEXC_INCLUDE, C4dApi.CUSTOMDATATYPE_INEXCLUDE_LIST);

               // InExcludeData list = (InExcludeData)
                //bcc.SetData(ID_CA_SKIN_OBJECT_INCEXC,true);
                //bcc.GetCustomDataType(ID_CA_SKIN_OBJECT_INCLUDE, C4dApi.CUSTOMDATATYPE_INEXCLUDE_LIST);
                //int t = bcc.GetId();
                //C4dApi.GePrint("list " + t);
               // list.InsertObject(this.myMesh, 0);
                //C4dApi.GePrint("list OBJ " + list.GetObjectCount());

                /*c++ Variante
                   BaseObject *skin;    // a pointer to a skin object

                    BaseContainer *bc = skin->GetDataInstance();

                    InExcludeData *list = (InExcludeData*)bc->GetCustomDataType(ID_CA_SKIN_OBJECT_INCLUDE, CUSTOMDATATYPE_INEXCLUDE_LIST);

                    BaseObject *mesh;   // the object you want to insert into the list

                    list->InsertObject(mesh, 0);

                 */

                //InExcludeData iex = autoAlloc();
               // InExcludeCustomGui iex = CustomDataType

                //iex.InsertObject(b.GetLink(SKELETT_OBJ_AUSWAHL,this.doc),1);
            }

            /**s
             * Zur Szene hinzufügen
             */

            //rem.GetName();

            //rem.Remove();
            C4dApi.EventAdd();
            //C4dApi.GetObjectName(1000023); // gibt "Biped Plugin" aus
            //C4dApi.GePrint("anzal der bones: "+this.wtag.GetJointCount());

            doc.SetActiveObject(this.myMesh);//Selektiert das Model im OM

            //BaseList2D te = this.b.GetLink(1000023, this.doc);
            //te.Remove();
        }
Пример #2
0
 //wird aufgerufen, wenn ein Event ausgeführt wurde
 //TODO: Override gelöscht - DS
 public bool OnDescriptionCommand(GeListNode node, DescriptionCommand desc)
 {
     long button = desc.id.GetAt(0).id;
     //BaseList2D ObjSelector = bc.GetLink(SKELETT_OBJ_AUSWAHL, doc);
     switch (button)
     {
         case SKELETT_BTN_CREATE:
             BaseContainer b = GetDataInstance(node);
             BaseDocument doc = C4dApi.GetActiveDocument();
             BaseList2D ObjSelector = b.GetLink(SKELETT_OBJ_AUSWAHL, doc);
             /*Eingeforene Selektion Auswählen vom Typ Polygon ENDE*/
             if (ObjSelector == null)
             {
                 C4dApi.MessageDialog("Bitte wählen Sie zuerst ein Polygonobjekt aus, bevor Sie ein Biped erstellen!");
             }
             else
             {
                 long skelett = b.GetLong(SKELETT_TYPE);
                 if (skelett == 3)
                 {
                     this.makeAnimalJoints(node, desc);
                 }
                 else
                 {
                     this.makeJoints(node, desc);
                 }
             }
             // C4dApi.GePrint("Der button Erstellen wurde gedrück "+objSe.GetNodeID()+objSe.GetName()); 
             //ObjSe.GetName() liefert den namen des Selektierten Objekts zurück.
             break;
         case SKELETT_WICHTUNG_BTN:
             /*Eingefrorene Selektion Auswählen vom Typ Polygon START*/
             BaseContainer b2 = GetDataInstance(node);
             BaseDocument doc2 = C4dApi.GetActiveDocument();
             BaseObject op2 = b2.GetObjectLink(SKELETT_OBJ_AUSWAHL, doc2);
             BaseTag t = op2.GetTag(C4dApi.Tpolygonselection);
             //string selekname = t.GetName();
             //BaseTag t2 = op2.GetTag(C4dApi.Tpolygonselection,1);
             //if (op2.GetTag(C4dApi.Tpolygonselection,2)==null)
             //{ }
             //C4dApi.GePrint(" blubb " + t2.GetName() + " der name der vorherigen Selektion lautet: " + selekname);
             //C4dApi.GePrint(" blubb  der name der vorherigen Selektion lautet: " + selekname);
             //BaseObject j = this.wtagGlob.GetJoint(1, doc2);
             //C4dApi.GePrint("Knochenname "+j.GetName());
             //string joinName = j.GetName();
             //if (joinName == selekname)
             //{
             //    C4dApi.GePrint("stimmen ueberein");
             //}
             //SelectionTag st = SelectionTag.Alloc(C4dApi.Tpolygonselection);
             //BaseSelect sel = st.GetBaseSelect();
             //sel.Select(t.GetNodeID);
             BaseTag joints = op2.GetTag(C4dApi.Tweights);
             //this.wtagGlob = joints.Get
             C4dApi.GePrint("wichtung setzen bones anzahl: "+this.wtagGlob.GetJointCount());
             //Punkte der PolygonSelektion abrufen
             //int pt = op2.GetTagDataCount(C4dApi.Tpolygonselection);
             //C4dApi.GePrint("Anzahl der Punkte : " + pt);
             //doc2.SetActiveObject(b2.GetObjectLink(SKELETT_OBJ_AUSWAHL, doc2));
             SelectionTag st = SelectionTag.Alloc(C4dApi.Tpointselection);
             BaseSelect bs = st.GetBaseSelect();
             
             PointObject pObj = PointObject.GetPointObject(op2);
             //pObj.GetPointS();
             //for (int i = 0; i < pObj.GetPointCount(); i++)
             //{
                 
             //}
             C4dApi.GePrint("test"+bs.Select(0));
             bs.Select(0);
             BaseSelect SelectedPoints = pObj.GetPointS();
             //for (BaseTag pointTag = op2.GetFirstTag(); pointTag; pointTag = pointTag.GetNext())
             //{
             //    desc.id.GetAt(0).id = 1000;
             //    pointTag.Message(C4dApi.MSG_DESCRIPTION_COMMAND, desc);
             //}
             BaseTag btA = doc2.GetActiveTag();
             C4dApi.GePrint("TypeName : "+btA.GetTypeName() +" Name "+btA.GetName());
             if (btA.GetType() == C4dApi.Tpolygonselection)
             {
                 for (int j = 0; j < wtagGlob.GetJointCount(); j++)
                 {
                     BaseObject JointName = wtagGlob.GetJoint(j, doc2);
                     if (btA.GetName() == JointName.GetName())
                     {
                         for (int i = 0; i < pObj.GetPointCount(); i++)
                         {
                             if (SelectedPoints.IsSelected(i))
                             {
                                 this.wtagGlob.SetWeight(j, i, 0.04);
                                 C4dApi.GePrint("Der Punkt mit dem Index " + i + " ist selektiert");
                             }
                         }
                     }
                 }
             }
             else { }
             //C4dApi.GePrint("anzahl der pt " + pObj.GetPointCount());
             //pObj.SetPointAt(1, new Vector3D(1, 2, 3));
             //XPressoTag xt = XPressoTag.Alloc();
             //xt = (BaseSelect)t;
           //  this.wtagGlob.SetWeight(1, 2, 1.0/100);  //Setweeight 1.0 == 100 entspricht 0.42 == 42.0 entspricht Deshalb ist es einfacher direkt durch hundert zu teilen
             
             
             
             break;
     }
     return true;
 }
Пример #3
0
 internal static HandleRef getCPtr(DescriptionCommand obj) {
   return (obj == null) ? new HandleRef(null, IntPtr.Zero) : obj.swigCPtr;
 }
Пример #4
0
 public bool makeAnimalJoints(GeListNode node, DescriptionCommand desc)
 {
     CharakterAnimal Main = new CharakterAnimal(node, desc);
     this.wtagGlob = Main.getwtagJoint();
     return true;
 }
        public CharakterAnimal(GeListNode node, DescriptionCommand desc)
        {
            this.b = GetDataInstance(node);
            this.button = desc.id.GetAt(0).id;
            this.doc = C4dApi.GetActiveDocument();//Speichern aller Elemente im Dokument in die Variable doc
            this.myMesh = b.GetObjectLink(SKELETT_OBJ_AUSWAHL, doc); //selektiertes Object in die Variable ObjSe speichern
            this.mcd = new ModelingCommandData(this.doc, this.myMesh, this.myMesh.GetDataInstance(), MODELINGCOMMANDMODE.MODELINGCOMMANDMODE_ALL, MODELINGCOMMANDFLAGS.MODELINGCOMMANDFLAGS_CREATEUNDO, null, null);

            /**
             * Bisheriges speichern und in die Szene zeichnen
             */
            C4dApi.EventAdd();

            /**
             * Wichtungstag definieren
             */
            this.wtag = CAWeightTag.Alloc();
            //this.wtagBaseTag = BaseTag.Alloc(C4dApi.Tweights);
            /**
             * Wichtungstag in das BaseObject einbauen
             */
            this.myMesh.InsertTag(this.wtag);

            /**
             * Standard BaseObject vom Typ Joint erstellen, diese sind bei Menschen immer aktiv
             */
            //Rückenknochen
            BaseObject[] jointSpineArr = this.allocBonesSwing("Spine", this.myMesh, this.b.GetLong(SKELETT_RUECKENWIRBEL), new double3(50, -2, 0));
            //Nackenknochen
            BaseObject jointNeck = this.allocBonesCurveY("Neck", jointSpineArr[0], this.b.GetLong(SKELETT_HALSWIRBEL), new double3(-100, 0, 0));
            //Kopf
            BaseObject jointHead = this.allocJoint("Head", jointNeck, new double3(-100,0,0));
            this.wtag.AddJoint(jointHead);

            if (this.b.GetLong(SKELETT_BEINE) > 0)
            {
                this.addLegsFront(jointSpineArr[0]);
                if (this.b.GetLong(SKELETT_BEINE) >= 3)
                {
                    this.addLegsBack(jointSpineArr[1]);
                }
            }

            //Schwanz
            if (this.b.GetLong(SKELETT_RUECKENWIRBEL) > 0 && this.b.GetLong(SKELETT_SCHWANZ) > 0)
            {
                BaseObject parent = jointSpineArr[1];
                for (int i = 0; i < this.b.GetLong(SKELETT_SCHWANZ); i++)
                {
                    BaseObject jointTail = this.allocJoint("Tail_" + i, parent, new double3(100, -50, 0));
                    this.wtag.AddJoint(jointTail);
                    parent = jointTail;
                }
            }

            /**
             * Debug Ausgabe erstellen
             */
            C4dApi.GePrint("Der Joint wurde angelegt");
            jointSpineArr[0].GetTag(C4dApi.Tweights);

            /**
             * Skin Objekt einfügen
             */

            BaseObject skin = BaseObject.Alloc(C4dApi.Oskin);
            if (skin != null)
            {
                skin.InsertUnder(this.myMesh);
            }

            /**
             * Zur Szene hinzufügen
             */
            C4dApi.EventAdd();
            C4dApi.GePrint("anzal der bones: " + this.wtag.GetJointCount());
            doc.SetActiveObject(this.myMesh);//Selektiert das Model im OM
        }