Table of Contents

About

NodeData based classic plugin classes can implement NodeData::CopyTo(). This is usually only needed if internal data is not stored in the element's BaseContainer. If implemented, this function is called when Cinema 4D copies the element. Implementing this function is also needed to correctly support the undo system.

Note
If NodeData::CopyTo() is implemented typically also NodeData::Read() and NodeData::Write() should be implemented.

NodeData::CopyTo() corresponds to C4DAtom::CopyTo().

Usage

NodeData::CopyTo() is called when Cinema 4D copies the element. This can happen for various reasons and multiple times.

Bool CopyTo(NodeData* dest, GeListNode* snode, GeListNode* dnode, COPYFLAGS flags, AliasTrans* trn)
{
ExampleGenerator* const destObject = static_cast<ExampleGenerator*>(dest);
if (!destObject)
return false;
// copy internal data
if (_branchHead)
{
GeListHead* destBranchHead = destObject->_branchHead;
_branchHead->CopyTo(destBranchHead, flags, trn);
}
destObject->_value = this->_value;
return SUPER::CopyTo(dest, snode, dnode, flags, trn);
}

The arguments of the function are:

  • The destination plugin object as the base NodeData object.
  • The source node.
  • The destination node.
  • The flags for copy.
  • The AliasTrans object.

The copy-flags are:

Further Reading