c4d.plugins.ObjectData

An object plugin class to be registered with RegisterObjectPlugin().

Note

Before starting to develop an ObjectData plugin, read Optimize Cache and NodeData Management before.

c4d.plugins.ObjectData

class c4d.plugins.ObjectData

An object plugin class to be registered with RegisterObjectPlugin().

Note

Before starting to develop an ObjectData plugin, read Object Data Plugin and NodeData Management before.

Methods Signatures

Generic Methods

ObjectData.AddToExecution(self, op, list)

Override - By default this function returns False.

ObjectData.Draw(self, op, drawpass, bd, bh)

Override - Called when the display is updated for you to display some visual element of your op in the 3D view.

ObjectData.DrawShadow(self, op, bd, bh)

Called during the shadow pass instead of the Draw() method.

ObjectData.Execute(self, op, doc, bt, ...)

Override - Called at the point in the priority pipeline specified by AddToExecution(), or the lack thereof.

ObjectData.GetContour(self, op, doc, lod, bt)

Override - Return a spline contour. For spline objects only.

ObjectData.GetDimension(self, op, mp, rad)

Override - Return the boundaries of your object.

ObjectData.GetVirtualObjects(self, op, hh)

Override - Return an object chain of a generator object (e.g. a polygonal object).

ObjectData.SetOptimizeCache(self, cache)

Call to optimize the cache building of the node.

Handle Methods

ObjectData.DetectHandle(self, op, bd, x, y, ...)

Override - Manually detect a click on a handle.

ObjectData.GetHandle(self, op, i, info)

Called to get the information for handle at index i. Part of the automated handle interface.

ObjectData.GetHandleCount(self, op)

Called to get the number of handles the object has. Part of the automated handle interface.

ObjectData.MoveHandle(self, op, undo, ...)

Override - Move a handle manually.

ObjectData.SetHandle(self, op, i, p, info)

Called to set the information for handle at index i. Part of the automated handle interface.

Modifier Specific Methods

ObjectData.CheckDirty(self, op, doc)

Override - Called to check for a change manually.

ObjectData.ModifyObject(self, mod, doc, op, ...)

Override - Called when an object plugin should modify the passed object.

Particle Specific Methods

ObjectData.ModifyParticles(self, op, pp, ss, pcnt, ...)

Override - Called for modifying particles. This is for particle modifiers only.

Inheritance

Parent Class:

Methods Documentation

ObjectData.AddToExecution(self, op, list)
Override - By default this function returns False.
Then Cinema 4D will call Execute() at the priority specified by the user in the EXPRESSION_PRIORITY parameter of the container.

If you override this function and return True, then you can insert your own points of execution in the list by calling for example.

list.Add(op, c4d.EXECUTIONPRIORITY_ANIMATION, 0)
list.Add(op, c4d.EXECUTIONPRIORITY_GENERATOR, 0)
Parameters
Return type

bool

Returns

True if you override this function and has added stuff to list.

ObjectData.Draw(self, op, drawpass, bd, bh)

Override - Called when the display is updated for you to display some visual element of your op in the 3D view.

Note

This function is called in a thread context.
Please see the important information about threading.
Parameters
  • op (c4d.BaseObject) – The established base object.

  • drawpass (int) –

    One of the following flags:

    DRAWPASS_OBJECT

    Object pass.

    DRAWPASS_BOX

    Box pass.

    DRAWPASS_HANDLES

    Handle pass.

    DRAWPASS_HIGHLIGHTS

    Highlights pass.

    DRAWPASS_XRAY

    X-Ray pass.

    Warning

    Only draw in DRAWPASS_HIGHLIGHTS if you really know what you are doing.
    Otherwise always check the drawpass and then do not draw if it is DRAWPASS_HIGHLIGHTS.

    Here is an example.

    def Draw(self, op, drawpass, bd, bh):
    
        if drawpass==c4d.DRAWPASS_HIGHLIGHTS:
            return c4d.DRAWRESULT_SKIP
    
        # Put here your drawing operations
    
        return c4d.DRAWRESULT_OK
    

    Warning

    Only draw the object in one pass : DRAWPASS_OBJECT.
    The object’s appearance may change if you draw the same object in multiple passes.

  • bd (c4d.BaseDraw) – The editor’s view.

  • bh (c4d.plugins.BaseDrawHelp) – The BaseDrawHelp editor’s view.

Return type

int

Returns

Success of drawing into the editor view:

Symbol ID

Description

DRAWRESULT_FAILURE

There was an error while drawing.

DRAWRESULT_OK

Something was drawn.

DRAWRESULT_SKIP

There was nothing to draw in the pass.

ObjectData.DrawShadow(self, op, bd, bh)

Called during the shadow pass instead of the Draw() method.

New in version R14.014.

Parameters
Return type

int

Returns

Success of drawing into the editor view:

Symbol ID

Description

DRAWRESULT_FAILURE

There was an error while drawing.

DRAWRESULT_OK

Something was drawn.

DRAWRESULT_SKIP

There was nothing to draw in the pass.

ObjectData.Execute(self, op, doc, bt, priority, flags)

Override - Called at the point in the priority pipeline specified by AddToExecution(), or the lack thereof.

Note

This function is called in a thread context.
Please see the important information about threading.
Parameters
  • op (c4d.BaseObject) – The established base object.

  • doc (c4d.documents.BaseDocument) – The host document of the object.

  • bt (Optional[c4d.BaseThread]) – Currently not used.

  • priority (int) –

    The priority of this call to Execute() in the pipeline. Standard values are:

    EXECUTIONPRIORITY_INITIAL

    Initial.

    EXECUTIONPRIORITY_ANIMATION

    Animation.

    EXECUTIONPRIORITY_ANIMATION_NLA

    NLA.

    EXECUTIONPRIORITY_EXPRESSION

    Expression.

    EXECUTIONPRIORITY_DYNAMICS

    Dynamics.

    EXECUTIONPRIORITY_GENERATOR

    Generators.

    EXECUTIONPRIORITY_SCENENODE

    Scene nodes.

    EXECUTIONPRIORITY_FORCE

    Highest priority that will ensure execution even if the execution pipeline is cancelled before. Only use this to e.g. release locks or do super-fast non-blocking operations.

  • flags (int) –

    A combination of the following flags:

    EXECUTIONFLAGS_NONE

    None.

    EXECUTIONFLAGS_ANIMATION

    Animation is calculated.

    EXECUTIONFLAGS_EXPRESSION

    Expressions are calculated.

    EXECUTIONFLAGS_CACHEBUILDING

    Cache building is done.

    EXECUTIONFLAGS_CAMERAONLY

    Only camera dependent expressions shall be executed.

    EXECUTIONFLAGS_INDRAG

    Pipeline is done within scrubbing.

    EXECUTIONFLAGS_INMOVE

    Pipeline is done within moving.

    EXECUTIONFLAGS_RENDER

    The external renderer (Picture Viewer) is running.

    EXECUTIONFLAGS_ALLOW_PRIORITYSHIFT

    New in version R18: Allow to shift the priority with the priority shift tag. Private.

Return type

int

Returns

The result:

EXECUTIONRESULT_OK

OK.

EXECUTIONRESULT_USERBREAK

User break.

EXECUTIONRESULT_MEMORYERROR

Not enough memory.

ObjectData.GetContour(self, op, doc, lod, bt)

Override - Return a spline contour. For spline objects only.

Note

This function is called in a thread context.
Please see the important information about threading.

Note

Splines created through GetContour() are cached. So if the generator does not produce any output (e.g. when the user chose wrong settings).
It must at least return an (empty) Ospline object, otherwise Cinema 4D will try to rebuild the cache again and again.
To make this frame dependent, CheckDirty() can be overloaded to set the object dirty if a certain condition has changed.
Only return None in the case of a memory error.

Warning

Must not be overridden for non-spline objects.

Parameters
Return type

c4d.SplineObject or None

Returns

The newly allocated spline or None only in the case of a memory error.

ObjectData.GetDimension(self, op, mp, rad)

Override - Return the boundaries of your object.

def GetDimension(self, op, mp, rad):
    '''
    (i) When the method runs without a raised exception
    mp and rad will be internally copied, otherwise they
    are ignored.
    '''

    mp.x = self.x_size   # correct
    mp.y = self.y_size   # correct
    mp.z = self.z_size   # correct

    mp = c4d.Vector(x_size, y_size, z_size)    #!!! wrong !!! do not rebind mp!
    #this assign applies for 'rad' as well
    return
Parameters
  • op (c4d.BaseObject) – The established base object.

  • mp (c4d.Vector) – Assign the center point of the bounding box to this vector.

  • rad (c4d.Vector) – Assign the XYZ bounding box radius to this vector.

ObjectData.GetVirtualObjects(self, op, hh)

Override - Return an object chain of a generator object (e.g. a polygonal object).

Note

This function is called in a thread context.
Please see the important information about threading.

Note

Please read the Optimize Cache section at the top of this page to get in touch with the caching options.

Warning

Must not be overridden for non-generator objects.

Parameters
Return type

c4d.BaseObject

Returns

The newly allocated object chain, or None if a memory error occured.

Note

Only return None in the case of a memory error.
If the generator does not produce any output (e.g. when the user chooses wrong settings) it must at least return an (empty) Onull object, otherwise Cinema 4D will try to rebuild the cache again and again.

ObjectData.SetOptimizeCache(self, cache)

Call to optimize the cache building of the node.

Note

  • This method cannot be overridden, but only be called, see Object Data Plugin for details.

  • Has to be called from the __init__ method of your NodeData implementation, since it is only checked just after it.

Parameters

cache (bool) –

If True, the cache of the node will only be rebuild when its data container changed.
If False, it will be rebuild more frequently.

ObjectData.DetectHandle(self, op, bd, x, y, qualifier)

Override - Manually detect a click on a handle.

Parameters
  • op (c4d.BaseObject) – The established base object.

  • bd (c4d.BaseDraw) – The editor’s view.

  • x (int) – The mouse X coordinate.

  • y (int) – The mouse Y coordinate.

  • qualifier (int) –

    Any qualifier keys that were pressed. These are defined in c4d.gui:

    QUALIFIER_SHIFT

    SHIFT key.

    QUALIFIER_CTRL

    CTRL key.

    QUALIFIER_MOUSEHIT

    Indication in ObjectData.DetectHandle() that the user pressed the mouse (ObjectData.DetectHandle() is also called for cursor information, when hovering over a handle). For instance if QUALIFIER_MOUSEHIT and QUALIFIER_CTRL are set, ObjectData.DetectHandle() could create a new element.

Return type

int

Returns

The handle ID that is to be passed to MoveHandle()

ObjectData.GetHandle(self, op, i, info)

Called to get the information for handle at index i. Part of the automated handle interface.

New in version R18.011.

Parameters
  • op (c4d.BaseObject) – The established base object.

  • i (int) – The handle index.

  • info (c4d.HandleInfo) – Fill with the handle information.

ObjectData.GetHandleCount(self, op)

Called to get the number of handles the object has. Part of the automated handle interface.

New in version R18.011.

Parameters

op (c4d.BaseObject) – The established base object.

Return type

int

Returns

The number of handles for the object.

ObjectData.MoveHandle(self, op, undo, mouse_pos, hit_id, qualifier, bd)

Override - Move a handle manually.

Parameters
  • op (c4d.BaseObject) – The established base object.

  • undo (c4d.BaseObject) – This is a copy of the object that must not be modified during the move handle.

  • mouse_pos (c4d.Vector) – The current mouse position.

  • hit_id (int) – The handle ID returned from DetectHandle()

  • qualifier (int) –

    Any qualifier keys that were pressed.
    These are defined in c4d.gui:

    QUALIFIER_SHIFT

    SHIFT key.

    QUALIFIER_CTRL

    CTRL key.

    QUALIFIER_MOUSEHIT

    Indication in ObjectData.DetectHandle() that the user pressed the mouse (ObjectData.DetectHandle() is also called for cursor information, when hovering over a handle). For instance if QUALIFIER_MOUSEHIT and QUALIFIER_CTRL are set, ObjectData.DetectHandle() could create a new element.

  • bd (c4d.BaseDraw) – The editor’s view.

Return type

bool

Returns

Success of modifying the handle.

ObjectData.SetHandle(self, op, i, p, info)
Called to set the information for handle at index i. Part of the automated handle interface.
Called when the user has moved handle i to position p. Update the object’s internal data accordingly (e.g. parameter values etc).

New in version R18.011.

Parameters
ObjectData.CheckDirty(self, op, doc)
Override - Called to check for a change manually.
For example this will update every frame:
def CheckDirty(self, op, doc):

    frame = doc.GetTime().GetFrame(doc.GetFps())
    if frame != lastFrame:
        lastFrame = frame
        op.SetDirty(c4d.DIRTYFLAGS_DATA)

Note

This function is called in a thread context.
Please see the important information about threading.
Parameters
ObjectData.ModifyObject(self, mod, doc, op, op_mg, mod_mg, lod, flags, thread)

Override - Called when an object plugin should modify the passed object.

Note

This function is called in a thread context.
Please see the important information about threading.

Warning

Must not be overridden for non-modifier objects.

Parameters
Return type

bool

Returns

Success of modifying the object.

ObjectData.ModifyParticles(self, op, pp, ss, pcnt, diff)

Override - Called for modifying particles. This is for particle modifiers only.

Note

This function is called in a thread context.
Please see the important information about threading.
Parameters
  • op (c4d.BaseObject) – The established base object.

  • pp (list of Particle) –

    The initial element of the Particle list.

    Note

    This list is used to read the particles information only, the particles should not be modified.

  • ss (list of BaseParticle) – The initial element of the BaseParticle list. Modify the elements in this list to change the velocity of the particle.

  • pcnt (int) – The number of particles in the Particle and BaseParticle list.

  • diff (float) – The time delta for the particles movement in seconds. Usually the difference in time between two frames, but this can be different for such functions as motion blur.