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| 1 | +"""Demonstrates a tool that has a bidirectional binding to scene data at the example of a |
| 2 | +'Light Manager'. |
| 3 | +
|
| 4 | +Changes made to data monitored by the tool are forwarded to the tool, and changes made in the tool |
| 5 | +are forward to the scene. This is a very common pattern used in plugins such as "managers", render |
| 6 | +engines, and other tools that have to synchronize their internal state with the scene state. |
| 7 | +
|
| 8 | +Subjects: |
| 9 | + - Tool finalization workflow with working with a snapshot of scene data and rolling changes |
| 10 | + for edits or when the user aborts the tool, including undo handling. |
| 11 | + - Tracking scene state changes via core messages |
| 12 | +
|
| 13 | +Technical Overview: |
| 14 | + This example effectively builds scene metadata with which we can unambiguously identify and |
| 15 | + get scene data. Looking at the final outcome, one might ask why we are all doing this. Why do we |
| 16 | + not simply store objects and documents in lists? Let us find out together and assume we have this |
| 17 | + simple scene: |
| 18 | +
|
| 19 | + Scene |
| 20 | + ├─ Cube |
| 21 | + │ ├─ Light_0 |
| 22 | + │ └─ Cone |
| 23 | + └─ Sphere |
| 24 | + └─ Light_1 |
| 25 | +
|
| 26 | + We now wrote a light lister plugin, which scanned this scene and stored the following data in |
| 27 | + code, where #trackedLights now hold references to #Light_0 and #Light_1: |
| 28 | +
|
| 29 | + trackedLights: list[c4d.BaseObject] = [ |
| 30 | + light for light in mxutils.IterateTree(doc.GetFirstObject(), True) |
| 31 | + if light.GetType() == c4d.Olight |
| 32 | + ] |
| 33 | +
|
| 34 | + That should be a safe way to access and track the light objects, right? Well, unfortunately not. |
| 35 | + Let us assume the user adds a new light and we have a scene update, and our scene now looks like |
| 36 | + this (the effect described below could also happen with no user changes at all): |
| 37 | +
|
| 38 | + Scene |
| 39 | + ├─ Cube |
| 40 | + │ ├─ Light_0 |
| 41 | + │ └─ Cone |
| 42 | + └─ Sphere |
| 43 | + ├─ Light_1 |
| 44 | + └─ Light_2 |
| 45 | +
|
| 46 | + We now run code, to find out if Light_0 is still in the scene. It could look like this: |
| 47 | +
|
| 48 | + for item in mxutils.IterateTree(doc.GetFirstObject(), True): |
| 49 | + if item.GetName() == "Light_0" and item in trackedLights: |
| 50 | + print ("Light_0 is still there.") |
| 51 | +
|
| 52 | + That should print "Light_0 is still there.", right? Well, chances are good that this print |
| 53 | + statement will not be executed. But why, did we not just put that very light into #trackedLights? |
| 54 | + The reason why this can fail is that the 'Light_0' which Cinema 4D has given us when we built |
| 55 | + our #trackedLights list might not be the same 'Light_0' which we get when we traverse the scene |
| 56 | + after the update. |
| 57 | +
|
| 58 | + They might look and behave identical, but under the hood Cinema 4D might have destroyed the old |
| 59 | + 'Light_0' and created a new one with the same name and properties. When this happens, Cinema 4D |
| 60 | + (or the user) deallocated something, and we still hold a reference to it, the respective C4DAtom |
| 61 | + will return #False for IsAlive() and all other calls to that reference will fail with the error |
| 62 | + message that the object is not alive. So, our list #trackedLights can turn into a list of dead |
| 63 | + pointers, even when the data is actually still in the scene, just in a new incarnation. This can |
| 64 | + happen with any scene element, be it a document itself, an object, a tag, a material, render |
| 65 | + settings, and so on. |
| 66 | +
|
| 67 | + # This might now print #False twice. |
| 68 | + for light in trackedLights: |
| 69 | + print (light.IsAlive()) |
| 70 | +
|
| 71 | + This does not mean that we can never store any references to scene data, within the scope of a |
| 72 | + function that is okay. But we can never use references as long time storage for scene data. |
| 73 | + Because when we access it, the user or Cinema 4D might have long deleted that data. |
| 74 | +
|
| 75 | + This code example offers the solution to this problem. Internally, Cinema 4D marks each scene |
| 76 | + element with a marker that uniquely identifies it within the scene. This marker will stay the |
| 77 | + same, even when Cinema 4D reallocates an element. It will even stay the same over scene saves |
| 78 | + and reloads. So, if we want to long term track scene elements, we can either use builtin methods |
| 79 | + such as BaseLink or store these unique markers to identify the elements we want to track. In |
| 80 | + Python, this data can be accessed via C4DAtom.FindUniqueID() or via C4DAtom.__hash__(). |
| 81 | + FindUniqueID() returns a memoryview on the unique marker data. While __hash__() returns an int |
| 82 | + which is a hash of that unique marker data. While the output is different, they both express the |
| 83 | + same underlying unique marker. |
| 84 | +
|
| 85 | + # Build a list of UUIDs for the found light objects. |
| 86 | + uuids: list[int] = [] |
| 87 | + alsoUuids: list[bytes] = [] |
| 88 | + for light in mxutils.IterateTree(doc.GetFirstObject(), True): |
| 89 | + if light.GetType() == c4d.Olight: |
| 90 | + uuids.append(hash(light)) |
| 91 | + alsoUuids.append(bytes(light.FindUniqueID(c4d.MAXON_CREATOR_ID))) |
| 92 | +""" |
| 93 | +__copyright__ = "Copyright 2026, MAXON Computer" |
| 94 | +__author__ = "Ferdinand Hoppe" |
| 95 | +__date__ = "10/02/2026" |
| 96 | +__license__ = "Apache-2.0 license" |
| 97 | + |
| 98 | +import c4d |
| 99 | +import mxutils |
| 100 | +import typing |
| 101 | + |
| 102 | +# The title of the plugin, used for the command name and the dialog title. |
| 103 | +LIGHT_TOOL_TITLE: str = "Py - Light Tool (Scene Synchronization Logic)" |
| 104 | + |
| 105 | +class LightToolDialog (c4d.gui.GeDialog): |
| 106 | + """Tracks the existence of light objects and their parameter changes in a scene. |
| 107 | + """ |
| 108 | + # Dialog element IDs. |
| 109 | + ID_GRP_MAIN: int = 1000 |
| 110 | + ID_GRP_DYN_LIGHTS_CONTAINER: int = 1001 |
| 111 | + ID_GRP_DYN_LIGHT_ROW: int = 1002 |
| 112 | + |
| 113 | + ID_CHK_CONSOLE_OUTPUT: int = 2000 |
| 114 | + ID_DYN_LIGHT_OFFSET: int = 10000 |
| 115 | + |
| 116 | + # Some minor symbols for managing the internal lookup table. |
| 117 | + NEW_LIGHT: int = 0 # A new light has been found |
| 118 | + UPDATED_LIGHT: int = 1 # An existing light has been updated. |
| 119 | + |
| 120 | + def __init__(self) -> None: |
| 121 | + """Initializes a LightTrackerDialog and its internal table tracking a scene state. |
| 122 | + """ |
| 123 | + # The light types and parameters we track. |
| 124 | + self._trackedTypesAndParameters: dict[int, list[int]] = { |
| 125 | + c4d.Olight: [c4d.LIGHT_TYPE, c4d.LIGHT_BRIGHTNESS, c4d.LIGHT_COLOR], |
| 126 | + c4d.Orslight: [c4d.REDSHIFT_LIGHT_TYPE, |
| 127 | + c4d.REDSHIFT_LIGHT_PHYSICAL_INTENSITY, |
| 128 | + c4d.REDSHIFT_LIGHT_PHYSICAL_COLOR], |
| 129 | + } |
| 130 | + |
| 131 | + self._lightTable: dict[bytes: dict] = {} |
| 132 | + |
| 133 | + # The internal data of the tool, we track light objects via their hashes (int) and store |
| 134 | + # their data as a dictionary. |
| 135 | + self._data: dict[int, int] = {} |
| 136 | + self._trackedDocument: int | None = None |
| 137 | + self._consoleOutput: bool = True |
| 138 | + |
| 139 | + def CreateLayout(self) -> bool: |
| 140 | + """Adds GUI gadgets to the dialog. |
| 141 | +
|
| 142 | + Not needed in this case, as we do not want to use GeDialog as a dialog, but for its ability |
| 143 | + to receive core messages. |
| 144 | + """ |
| 145 | + self.SetTitle(LIGHT_TOOL_TITLE) |
| 146 | + self.GroupBorderSpace(5, 5, 5, 5) |
| 147 | + self.AddStaticText(id=1000, flags=c4d.BFH_SCALEFIT, inith=25, name='This GUI has no items.') |
| 148 | + return True |
| 149 | + |
| 150 | + def CoreMessage(self, mid: int, data: c4d.BaseContainer) -> bool: |
| 151 | + """Receives core messages broadcasted by Cinema 4D. |
| 152 | + """ |
| 153 | + # Some change has been made to a document. |
| 154 | + if mid == c4d.EVMSG_CHANGE: |
| 155 | + self.ScanActiveScene() |
| 156 | + return 0 |
| 157 | + |
| 158 | + def Message(self, msg: c4d.BaseContainer, result: c4d.BaseContainer) -> any: |
| 159 | + """Called by Cinema 4D when a message is sent to the dialog. |
| 160 | +
|
| 161 | + Args: |
| 162 | + msg (c4d.BaseContainer): The message data for the message event. |
| 163 | + result (c4d.BaseContainer): The message data for the result of the message event. |
| 164 | +
|
| 165 | + Returns: |
| 166 | + any: The result of the message event. |
| 167 | + """ |
| 168 | + # When we get focus, grab the newest scene data. |
| 169 | + if msg.GetId() == c4d.BFM_GOTFOCUS: |
| 170 | + self.ScanActiveScene() |
| 171 | + |
| 172 | + return c4d.gui.GeDialog.Message(self, msg, result) |
| 173 | + |
| 174 | + # --- Custom Methods --------------------------------------------------------------------------- |
| 175 | + |
| 176 | + def ScanActiveScene(self) -> tuple[list[int], list[int]]: |
| 177 | + """Scans the active document for changes in tracked light objects. |
| 178 | + """ |
| 179 | + return self.ScanScene(c4d.documents.GetActiveDocument()) |
| 180 | + |
| 181 | + def ScanScene(self, doc: c4d.documents.BaseDocument) -> tuple[list[int], list[int]]: |
| 182 | + """ |
| 183 | + """ |
| 184 | + # Get all tracked light objects that are of a type we want to track. |
| 185 | + mxutils.CheckType(doc, c4d.documents.BaseDocument) |
| 186 | + allLights: list[c4d.BaseObject] = [ |
| 187 | + n for n in mxutils.IterateTree(doc.GetFirstObject(), True) |
| 188 | + if self._trackedTypesAndParameters.get(n.GetType(), None) is not None |
| 189 | + ] |
| 190 | + if not allLights: |
| 191 | + return [], [] |
| 192 | + |
| 193 | + # Store of the hash of the document we are tracking, so that we can later easily verify |
| 194 | + # that a given document X is the same as the one we are tracking by comparing hash(X) |
| 195 | + # to this value. #hash() will call C4DAtom.__hash__(), which in turn will hash the |
| 196 | + # MAXON_CREATOR_ID unique ID of the element. |
| 197 | + self._trackedDocument = hash(doc) |
| 198 | + |
| 199 | + # Build a list of UUIDs for the found light objects, so that we can compare them with our |
| 200 | + # stored data. |
| 201 | + allUuids: list[int] = [hash(n) for n in allLights] |
| 202 | + |
| 203 | + # Now build a list of all new lights, by checking if the UUIDs are already in the internal |
| 204 | + # table. And the list of changed lights, by checking if the DIRTYFLAGS_DATA checksum of the |
| 205 | + # object is higher than the cached value in the internal table. |
| 206 | + newLights: list[int] = [u for u in allUuids if u not in self._data.keys()] |
| 207 | + changedLights: list[int] = [u for u, l in zip(allUuids, allLights) |
| 208 | + if self._data.get(u, c4d.NOTOK) != l.GetDirty(c4d.DIRTYFLAGS_DATA)] |
| 209 | + |
| 210 | + # Finally, update the internal table with new dirty data. |
| 211 | + for light in allLights: |
| 212 | + uuid: int = hash(light) |
| 213 | + self._data[uuid] = light.GetDirty(c4d.DIRTYFLAGS_DATA) |
| 214 | + |
| 215 | + # Print out the changes when console output is enabled. |
| 216 | + if self._consoleOutput: |
| 217 | + if len(newLights) < 1: |
| 218 | + print ("No lights have been added.") |
| 219 | + else: |
| 220 | + print ("The following new lights have been found:") |
| 221 | + for uuid in newLights: |
| 222 | + light: c4d.BaseObject = allLights[allUuids.index(uuid)] |
| 223 | + print(f"\tuuid: {uuid}: name: {light.GetName()}") |
| 224 | + |
| 225 | + if len(changedLights) < 1: |
| 226 | + print ("No lights have been modified.") |
| 227 | + else: |
| 228 | + print ("The following lights have been modified:") |
| 229 | + for uuid in changedLights: |
| 230 | + light: c4d.BaseObject = allLights[allUuids.index(uuid)] |
| 231 | + print(f"\tuuid: {uuid}: name: {light.GetName()}") |
| 232 | + |
| 233 | + return newLights, changedLights |
| 234 | + |
| 235 | + def GetLight(self, sceneUuid: int, lightUuid: int) -> c4d.BaseObject | None: |
| 236 | + """Returns the light object for a given uuid in a given scene. |
| 237 | + """ |
| 238 | + # Just as for the builtin BaseLink system (which works with the same basic mechanism), an |
| 239 | + # uuid is worthless without the context of a scene, as it only identifies an element within |
| 240 | + # a given scene. |
| 241 | + |
| 242 | + # We can fashion this function be getting passed a document, but for demonstration purposes, |
| 243 | + # we use an document UUID. While the rest of the plugin does not actively supports this, as |
| 244 | + # the data will be updated as soon as the scene changes, this function as is would work |
| 245 | + # over active scene boundaries. In an extreme case, one could even start loading scenes |
| 246 | + # from disk, to attempt to find a scene with the given #sceneUuid, we 'just' iterate over |
| 247 | + # all open documents and check their UUIDs until we find a match. |
| 248 | + doc: c4d.documents.BaseDocument = c4d.documents.GetFirstDocument() |
| 249 | + foundScene: bool = False |
| 250 | + while doc and not foundScene: |
| 251 | + if hash(doc) == sceneUuid: |
| 252 | + foundScene = True |
| 253 | + else: |
| 254 | + doc = doc.GetNext() |
| 255 | + |
| 256 | + if not foundScene: |
| 257 | + print (f"Could not find a scene with the given uuid {sceneUuid}.") |
| 258 | + return None |
| 259 | + |
| 260 | + # Now we have the document, we can iterate over the scene to find the light with the given uuid. |
| 261 | + light: c4d.BaseObject | None = None |
| 262 | + for obj in mxutils.IterateTree(doc.GetFirstObject(), True): |
| 263 | + if hash(obj) == lightUuid: |
| 264 | + return obj |
| 265 | + |
| 266 | + print (f"Could not find a light with the given uuid {lightUuid} in the scene with uuid {sceneUuid}.") |
| 267 | + return None |
| 268 | + |
| 269 | + |
| 270 | +class LightToolCommand (c4d.plugins.CommandData): |
| 271 | + """Realizes the command for the light tool dialog. |
| 272 | + """ |
| 273 | + # The dialog hosted by the plugin. |
| 274 | + REF_DIALOG: LightToolDialog | None = None |
| 275 | + |
| 276 | + @property |
| 277 | + def Dialog(self) -> LightToolDialog: |
| 278 | + """Returns the class bound dialog instance. |
| 279 | + """ |
| 280 | + if self.REF_DIALOG is None: |
| 281 | + self.REF_DIALOG = LightToolDialog() |
| 282 | + |
| 283 | + return self.REF_DIALOG |
| 284 | + |
| 285 | + def Execute(self, doc: c4d.documents.BaseDocument) -> bool: |
| 286 | + """Folds or unfolds the dialog. |
| 287 | + """ |
| 288 | + if self.Dialog.IsOpen() and not self.Dialog.GetFolding(): |
| 289 | + self.Dialog.SetFolding(True) |
| 290 | + else: |
| 291 | + self.Dialog.Open(c4d.DLG_TYPE_ASYNC, self.ID_PLUGIN, defaultw=300, defaulth=300) |
| 292 | + |
| 293 | + return True |
| 294 | + |
| 295 | + def RestoreLayout(self, secret: any) -> bool: |
| 296 | + """Restores the dialog on layout changes. |
| 297 | + """ |
| 298 | + return self.Dialog.Restore(self.ID_PLUGIN, secret) |
| 299 | + |
| 300 | + def GetState(self, doc: c4d.documents.BaseDocument) -> int: |
| 301 | + """Sets the command icon state of the plugin. |
| 302 | + """ |
| 303 | + result: int = c4d.CMD_ENABLED |
| 304 | + if self.Dialog.IsOpen() and not self.Dialog.GetFolding(): |
| 305 | + result |= c4d.CMD_VALUE |
| 306 | + |
| 307 | + return result |
| 308 | + |
| 309 | + # The unique ID of the plugin, it must be obtained from developers.maxon.net. |
| 310 | + ID_PLUGIN: int = 1067514 |
| 311 | + |
| 312 | + # The name and help text of the plugin. |
| 313 | + STR_NAME: str = LIGHT_TOOL_TITLE |
| 314 | + STR_HELP: str = ("Opens a dialog to make rolling changes to the selected SDS tags, based on a" |
| 315 | + "a spline GUI, which can then be finalized or discarded.") |
| 316 | + |
| 317 | + @classmethod |
| 318 | + def Register(cls: typing.Type, iconId: int) -> None: |
| 319 | + """Registers the command plugin. |
| 320 | +
|
| 321 | + This is a custom method and not part of the CommandData interface. |
| 322 | + """ |
| 323 | + bitmap: c4d.bitmaps.BaseBitmap = c4d.bitmaps.InitResourceBitmap(iconId) |
| 324 | + c4d.plugins.RegisterCommandPlugin( |
| 325 | + id=cls.ID_PLUGIN, str=cls.STR_NAME, info=0, icon=bitmap, help=cls.STR_HELP, dat=cls()) |
| 326 | + |
| 327 | + |
| 328 | +# Called by Cinema 4D when this plugin module is loaded. |
| 329 | +if __name__ == '__main__': |
| 330 | + LightToolCommand.Register(iconId=c4d.ID_MODELING_EDGESMOOTH_TOOL) |
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