NodeData Class Reference

#include <c4d_nodedata.h>

Inheritance diagram for NodeData:

Detailed Description

A data class for creating node plugins.

Note
See the derived classes for creating standard node plugins, like objects, tags and materials.

Use RegisterNodePlugin() to register a node plugin.

Public Member Functions

 NodeData ()
 
GeListNodeGet (void) const
 
virtual Bool Message (GeListNode *node, Int32 type, void *data)
 
virtual void GetBubbleHelp (GeListNode *node, String &str)
 
virtual BaseDocumentGetDocument (GeListNode *node)
 
virtual Int32 GetBranchInfo (GeListNode *node, BranchInfo *info, Int32 max, GETBRANCHINFO flags)
 
virtual Bool IsInstanceOf (const GeListNode *node, Int32 type) const
 
virtual Bool IsDocumentRelated (const GeListNode *node, Bool &docrelated) const
 
- Public Member Functions inherited from BaseData
 BaseData ()
 
virtual ~BaseData (void)
 
void Destructor (void)
 

Protected Attributes

GeListNodeprivate_link
 

Init/Free

virtual Bool Init (GeListNode *node)
 
virtual void Free (GeListNode *node)
 

Read/Write/Copy

virtual Bool Read (GeListNode *node, HyperFile *hf, Int32 level)
 
virtual Bool Write (GeListNode *node, HyperFile *hf)
 
virtual Bool CopyTo (NodeData *dest, GeListNode *snode, GeListNode *dnode, COPYFLAGS flags, AliasTrans *trn)
 

Description

virtual Bool GetDDescription (GeListNode *node, Description *description, DESCFLAGS_DESC &flags)
 
virtual Bool GetDParameter (GeListNode *node, const DescID &id, GeData &t_data, DESCFLAGS_GET &flags)
 
virtual Bool SetDParameter (GeListNode *node, const DescID &id, const GeData &t_data, DESCFLAGS_SET &flags)
 
virtual Bool GetDEnabling (GeListNode *node, const DescID &id, const GeData &t_data, DESCFLAGS_ENABLE flags, const BaseContainer *itemdesc)
 
virtual Bool TranslateDescID (GeListNode *node, const DescID &id, DescID &res_id, C4DAtom *&res_at)
 

Constructor & Destructor Documentation

§ NodeData()

NodeData ( )

Default constructor.

Since
R17.032

Member Function Documentation

§ Get()

GeListNode* Get ( void  ) const

Gets the GeListNode connected with the NodeData instance.

Returns
The list node connected with this instance. Cinema 4D owns the pointed node.

§ Init()

virtual Bool Init ( GeListNode node)
virtual

Called when a new instance of the node data is allocated.
Allocate and initialize member variables of the node data class here. Fill also the container of the node data and connected nodes with default values:

Bool BlinkerKey::Init(GeListNode *node)
{
BaseKey *op = (BaseKey*) node;
BaseContainer *data = op->GetDataInstance();
data->SetFloat(BLINKERKEY_NUMBER, 1.0);
data->SetFloat(BLINKERKEY_STRENGTH, 1.0);
data->SetBool(BLINKERKEY_SOFT, false);
return true;
}
Note
If the node data class has a constructor it is called as usual before, but at that time there is no GeListNode link established.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
Returns
true if the node was initialized, otherwise false.

Reimplemented in EffectorData, and GvOperatorData.

§ Free()

virtual void Free ( GeListNode node)
virtual

Called when a node data instance is deallocated.
Deallocate member variables of the node data class here.

Note
If the node data class has a destructor it is called as usual after.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.

Reimplemented in EffectorData.

§ Read()

virtual Bool Read ( GeListNode node,
HyperFile hf,
Int32  level 
)
virtual

Called when a node is loaded from a file.

Warning
If at least one of Read(), Write() and CopyTo() is implemented, it is recommended to implement all three, otherwise data might be lost.

Read any member variable for the node data class. Example:

hf->ReadLong(&offset);
hf->ReadBool(&object_access);

For future extensions of the node data check the level and only read the appropriate values:

if (level >= 0)
{
hf->ReadLong(&offset);
hf->ReadBool(&object_access);
}
if (level >= 1)
{
hf->ReadReal(&new_feature);
}
Note
Init() is called before Read().
Warning
It is recommended to store as much as possible in the node's container as Cinema 4D handles the reading of those values automatically. Only use member variables when necessary.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]hfThe hyper file to read from. Cinema 4D owns the pointed hyper file.
[in]levelThe plugin level is similar to a version number. The default level is 0.
Increase this for new revisions of a plugin to allow for forward and backward compatibility.

As an example you may have updated a plugin. If you now need to write additional information for new member variables or changed types for old members increase the level.
During loading either a 0 is passed (if the file was written by the old plugin) or 1 (if the file was written by the new plugin). This allows to easily write/read new values.
For forward and backward compatibility to work any existing read order from a given level must not be changed. Cinema 4D skips any new settings automatically if they have not been read.

level is only useful if variables are written/read in NodeData::Write/NodeData::Read.

If all values are stored in the node's container, you do not have to deal with the level.
Returns
true if the node was read, otherwise false.

§ Write()

virtual Bool Write ( GeListNode node,
HyperFile hf 
)
virtual

Called when a node is saved to a file.

Warning
If at least one of Read(), Write() and CopyTo() is implemented, it is recommended to implement all three, otherwise data might be lost.

Write any member variable for the node data class.
Example:

hf->WriteLong(offset);
hf->WriteBool(object_access);

For future extensions of the node data make sure to introduce a new level when writing new values:

// Level 0
hf->WriteLong(offset);
hf->WriteBool(object_access);
// Level 1
hf->WriteReal(new_feature);
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]hfThe hyper file to write to. Cinema 4D owns the pointed hyper file.
Returns
true if the node was written, otherwise false.

§ CopyTo()

virtual Bool CopyTo ( NodeData dest,
GeListNode snode,
GeListNode dnode,
COPYFLAGS  flags,
AliasTrans trn 
)
virtual

Called when a node is duplicated.

Warning
If at least one of Read(), Write() and CopyTo() is implemented, it is recommended to implement all three, otherwise data might be lost.

Copy any member variable for the node plugin. Simply transfer from this to dest and/or snode to dnode:

dest->offset = offset;
dest->object_access = object_access;
Note
Init() is called for the destination node before.
Warning
It is recommended to store as much as possible in the node's container as Cinema 4D handles the copying of those values automatically. Only use member variables when necessary.
Parameters
[out]destThe destination node data. Cinema 4D owns the pointed node.
[in]snodeThe source node. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[out]dnodeThe destination node. Cinema 4D owns the pointed node.
[in]flagsThe copy flags: COPYFLAGS
[in]trnAn alias translator for the operation. Can be nullptr. The sender owns the pointed alias translator.
Returns
true if the node was copied, otherwise false.

Reimplemented in EffectorData.

§ Message()

virtual Bool Message ( GeListNode node,
Int32  type,
void *  data 
)
virtual

Called when a node receives messages.

See also
C4DAtom::Message
Note
Some notification messages are automatically passed along to branches: MSG_POINTS_CHANGED, MSG_POLYGONS_CHANGED and MSG_SEGMENTS_CHANGED. This is for convenience and historical reasons.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]typeThe message type: MSG
[in,out]dataThe message data. The sender owns the pointed data.
Returns
true or false depending on the message type.

Reimplemented in EffectorData.

§ GetBubbleHelp()

virtual void GetBubbleHelp ( GeListNode node,
String str 
)
virtual

Called to create a contextual bubble help and status bar information for the node.

Note
When dealing with strings it is advised to use the string resources files and the GeLoadString function.
This keeps the plugin easy to localize for any language to support and makes full use of the language features of Cinema 4D.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]strThe bubble help string.

§ GetDocument()

virtual BaseDocument* GetDocument ( GeListNode node)
virtual

Called to tell Cinema 4D how to retrieve the document for the node.
Any call to GeListNode::GetDocument() ends up here.

Note
Useful if new BaseList elements are defined.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
Returns
The document for the node.

§ GetBranchInfo()

virtual Int32 GetBranchInfo ( GeListNode node,
BranchInfo info,
Int32  max,
GETBRANCHINFO  flags 
)
virtual

Called to specify that the node acts as a container of other nodes.
This is for instance used by the animator module to make sure that the nodes are animated. Simply fill in the passed array:

info[0].head = myHead;
info[0].name ="MyName";
...
info[1].head = myOtherHead;
...
return 2; // 2 elements filled
Note
For the standard node types, for example objects, it is not needed to override GetBranchInfo. Cinema 4D already knows that objects contain tags.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[out]infoAn array of max BranchInfo structures to fill in. Cinema 4D owns the pointed array.
[in]maxThe number of BranchInfo structures in the info array.
[in]flagsThe get branch info flags: GETBRANCHINFO
Returns
The number of BranchInfo elements filled in the info array.

§ IsInstanceOf()

virtual Bool IsInstanceOf ( const GeListNode node,
Int32  type 
) const
virtual

Called to check if the node is an instance of a base type.

See also
C4DAtom::IsInstanceOf.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]typeThe type to check.
Returns
true if the node is an instance of the given type, otherwise false.

Reimplemented in EffectorData.

§ GetDDescription()

virtual Bool GetDDescription ( GeListNode node,
Description description,
DESCFLAGS_DESC flags 
)
virtual

Called to add parameters to the description for the node.
Modify the passed description as needed, set the appropriate flags and then make sure to include a call to the parent at the end:

return SUPER::GetDDescription(data, description, flags, parentdescription);
Note
If only a description resource is used it is not needed to overload GetDDescription.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in,out]descriptionThe node's description to add the parameters to. Cinema 4D owns the pointed description.
[in,out]flagsThe flags for the description operation: DESCFLAGS_DESC
Returns
true if successful, otherwise false. It is recommended to include a call to the parent function as last return.

Reimplemented in EffectorData, and GvOperatorData.

§ GetDParameter()

virtual Bool GetDParameter ( GeListNode node,
const DescID id,
GeData t_data,
DESCFLAGS_GET flags 
)
virtual

Called to override the reading of description parameters.
Necessary for parameters that are not simply stored in the node's container, e.g. the global position of an object.
Modify the passed t_data if the right id is provided, and set the appropriate flags. Then make sure to include a call to the parent at the end:

return SUPER::GetDParameter(data, id, t_data, flags);
Note
If only a description resource is used it is not needed to overload GetDParameter.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]idThe ID of the parameter.
[out]t_dataThe parameter data to return. Cinema 4D owns the pointed data.
[in,out]flagsThe flags for the description operation: DESCFLAGS_GET
Returns
true if successful, otherwise false. It is recommended to include a call to the parent function as last return.

Reimplemented in GvOperatorData.

§ SetDParameter()

virtual Bool SetDParameter ( GeListNode node,
const DescID id,
const GeData t_data,
DESCFLAGS_SET flags 
)
virtual

Called to override the writing of parameters.
Read the passed t_data if the right id was provided, store the data, and set the appropriate flags. Then make sure to include a call to the parent at the end:

return SUPER::SetDParameter(data, id, t_data, flags);
Note
If only a description resource is used it is not needed to overload SetDParameter.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]idThe ID of the parameter.
[in]t_dataThe parameter data to set. Cinema 4D owns the pointed data.
[in,out]flagsThe flags for the description operation: DESCFLAGS_SET
Returns
true if successful, otherwise false. It is recommended to include a call to the parent function as last return.

Reimplemented in GvOperatorData.

§ GetDEnabling()

virtual Bool GetDEnabling ( GeListNode node,
const DescID id,
const GeData t_data,
DESCFLAGS_ENABLE  flags,
const BaseContainer itemdesc 
)
virtual

Called to decide which description parameters should be enabled or disabled.
Can be used both for parameters that are stored in the node's description and for dynamic parameters.
Read the passed t_data if the right id was provided, and return true to enable the parameter or false to disable it. Then make sure to include a call to the parent at the end:

return SUPER::GetDEnabling(data, id, t_data, flags, itemdesc);
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]idThe ID of the parameter.
[in]t_dataThe parameter data. Cinema 4D owns the pointed data.
[in]flagsNot used.
[in]itemdescThe parameter's description, encoded to a container as described in Description.
Returns
true if the parameter should be enabled, otherwise false. It is recommended to include a call to the parent function as last return.

Reimplemented in GvOperatorData.

§ TranslateDescID()

virtual Bool TranslateDescID ( GeListNode node,
const DescID id,
DescID res_id,
C4DAtom *&  res_at 
)
virtual

Called by the Attribute Manager for every object and every description ID.
Gives a node data the opportunity to route a description ID in the description of a GeListNode to another one.
For example used for tags that are embedded in an object description so that the keyframer for a tag property creates the track on the tag and not on the object.

Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]idThe source description ID.
[out]res_idAssign the target description ID.
[out]res_atAssign the target object.
Returns
true if successful, otherwise false.

§ IsDocumentRelated()

virtual Bool IsDocumentRelated ( const GeListNode node,
Bool docrelated 
) const
virtual

Called by the Attribute Manager for correct undo handling.

Warning
Should not be overloaded by regular plugins and should be used with extra care. If false is returned no undo is possible.
Parameters
[in]nodeThe GeListNode connected with the NodeData instance. Equal to Get(). Provided for speed and convenience. Cinema 4D owns the pointed node.
[in]docrelatedAssign true if the node is part of the document, otherwise false.
Returns
true if successful, otherwise false.

Reimplemented in SculptBrushModifierData.

Member Data Documentation

§ private_link

GeListNode* private_link
protected