About
The class GeListNode is based on C4DAtom and is a base class for many entities of the classic Cinema 4D API. It mostly provides the functionality to organize elements in linked lists and trees.
GeListNode objects are an instance of Tgelistnode
.
Access
NodeData::Get() is rarely needed, as a pointer to a GeListNode is typically handed over to virtual functions of NodeData and derived classes:
{
{
{
break;
}
Represents a C4DAtom that resides in a 4D list.
Definition: c4d_baselist.h:1975
maxon::Bool Bool
Definition: ge_sys_math.h:51
maxon::Int32 Int32
Definition: ge_sys_math.h:56
#define MSG_UPDATE
Must be sent if the bounding box has to be recalculated. (Otherwise use MSG_CHANGE....
Definition: c4d_baselist.h:359
PyObject ** type
Definition: pycore_pyerrors.h:34
GeListNode is also used in the context of object hierarchies with GeListHead elements.
Allocation/Deallocation
It is possible to create a GeListNode instance of a RegisterNodePlugin() registered node with
- Note
- These functions are typically not used with third party plugins. They are only useful to handle custom NodeData plugins.
python += "print(\"this is python\")";
Definition: c4d_basecontainer.h:48
void SetString(Int32 id, const maxon::String &s)
Definition: c4d_basecontainer.h:651
Definition: c4d_baselist.h:2376
Definition: c4d_string.h:41
#define ID_PYTHONSCRIPT
Definition: ge_prepass.h:5072
#define MSG_SCRIPT_EXECUTE
Execute the script. (No arguments.)
Definition: ge_prepass.h:5122
#define PYTHONSCRIPT_TEXT
String Script.
Definition: ge_prepass.h:5133
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:67
#define blDelete(v)
Destructs objects derived from BaseList2D. It is basically the same as BaseList2D::Free().
Definition: c4d_baselist.h:3105
GeListNode * AllocListNode(Int32 id)
PyObject * op
Definition: object.h:520
Lists and Trees
Navigation in Lists and Trees
GeListNode based elements can be organized in lists and trees. A GeListNode based entity can reference the accompanying elements in that hierarchy. If no element is referenced, nullptr
is returned.
- Note
- Derived classes often provide overwritten versions of these functions for convenience.
The typical Cinema 4D workflow would be:
for (
BaseTag* tag =
object->GetFirstTag(); tag; tag = tag->GetNext())
{
}
Definition: c4d_basetag.h:52
#define ApplicationOutput(formatString,...)
Definition: debugdiagnostics.h:204
and
{
{
{
}
WalkTreeRec(
node->GetDown());
}
}
String GetName() const
Definition: c4d_baselist.h:2543
#define Tbaselist2d
2D list.
Definition: ge_prepass.h:996
- Note
- Avoid unnecessary recursion to prevent a stack overflow.
Edit Lists and Trees
A given GeListNode can be inserted into a list or tree or it can be removed from that list or tree:
- Note
- If a GeListNode is supposed to be deleted it must be removed from its list before.
-
At any given time a GeListNode can only be inserted into one single list or tree. Before inserting a node into a new list, make sure to remove it from the old one.
if (parentObject == nullptr)
doc->InsertObject(selectedObject, parentParent,
nullptr);
Definition: c4d_baseobject.h:248
BaseObject * GetUp()
Definition: c4d_baseobject.h:293
void Remove()
Definition: c4d_baselist.h:2066
void InsertUnder(GeListNode *bl)
Definition: c4d_baselist.h:2047
const char * doc
Definition: pyerrors.h:226
Heads and Branches
A GeListHead element is used as the root of a list or tree:
See GeListHead Manual.
A given GeListNode can host multiple internal lists and trees by storing multiple GeListHead objects, called branches. For example the list of tags is a branch of BaseObject. These branches can be accessed with this function:
Valid flags are:
The used BranchInfo struct has the following members:
The branch flags are:
const Int32 branchCount = branches.GetCount();
{
const String branchName = branches[
i].name;
if (branchHead != nullptr)
{
{
}
}
}
Py_ssize_t i
Definition: abstract.h:645
Bool IsInstanceOf(Int32 id) const
Definition: c4d_baselist.h:1561
Definition: c4d_baselist.h:2208
GeListNode * GetFirst()
Definition: c4d_baselist.h:2265
static String IntToString(Int32 v)
Definition: c4d_string.h:497
@ ONLYWITHCHILDREN
Only return branch if it is in use, i.e. has content.
typename BufferedBaseArraySelector< COUNT, MINCHUNKSIZE, MEMFLAGS, ALLOCATOR >::template Type< T > BufferedBaseArray
Definition: basearray.h:1819
#define iferr_return
Definition: resultbase.h:1524
NodeData
The base class for most classic plugins is NodeData. NodeData based plugin classes build the "core" of any plugin based entity of the classic Cinema 4D API. This "core" class can be obtained with:
See also Basic Classes and Plugin Classes.
if (selectedObject->GetType() == g_exampleGeneratorID)
{
ExampleGenerator* const exampleGenerator = selectedObject->GetNodeData<ExampleGenerator>();
if (exampleGenerator)
{
exampleGenerator->MemberFunction();
}
}
- Warning
- It is only possible to cast the retrieved object into a specific class in the module where this class is defined.
-
Some components of Cinema 4D are not implemented as a plugin so there is no NodeData instance to access.
Document
GeListNode based objects can also be part of a BaseDocument:
- Warning
- Always check the returned document pointer for
nullptr
, as the element might not be part of any document.
{
{
{
}
}
}
Definition: c4d_basedocument.h:497
Dummy class for C4DAtom objects that can be pointed to by BaseLink objects.
Definition: c4d_baselist.h:1776
Definition: c4d_gedata.h:83
const C4DAtomGoal * GetLinkAtom(const BaseDocument *doc, Int32 instanceof=0) const
#define atom
Definition: graminit.h:72
#define ConstDescID(...)
Definition: lib_description.h:594
Represents a level within a DescID.
Definition: lib_description.h:298
Infos
Additional information can be accessed:
if (spline != nullptr)
MAXON_ATTRIBUTE_FORCE_INLINE const SplineObject * ToSpline(const T *op)
Casts a BaseObject* to a SplineObject*.
Definition: c4d_baseobject.h:2402
SplineObject * GetRealSpline()
Represents a spline object.
Definition: c4d_baseobject.h:2215
#define OBJECT_ISSPLINE
Spline object.
Definition: ge_prepass.h:952
#define Ospline
Spline - SplineObject.
Definition: ge_prepass.h:1043
NBits
Various settings of an element can be configured by changing a corresponding bit. A list of available bits is defined in NBIT.
The change operations are:
Further Reading