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.
{
ExampleGenerator* const destObject = static_cast<ExampleGenerator*>(dest);
if (destObject == nullptr)
return false;
if (_branchHead)
{
GeListHead* destBranchHead = destObject->_branchHead;
}
destObject->_value = this->_value;
return SUPER::CopyTo(dest, snode, dnode,
flags, trn);
}
PyCompilerFlags * flags
Definition: ast.h:14
Definition: c4d_baselist.h:3067
Bool CopyTo(C4DAtom *dst, COPYFLAGS flags, AliasTrans *trn)
Definition: c4d_baselist.h:1490
Definition: c4d_baselist.h:2044
Represents a C4DAtom that resides in a 4D list.
Definition: c4d_baselist.h:1831
Definition: c4d_nodedata.h:39
maxon::Bool Bool
Definition: ge_sys_math.h:55
COPYFLAGS
Definition: ge_prepass.h:2885
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