About
The class GeListNode is based on C4DAtom and is a base class for many entities of the Cinema API API. It mostly provides the functionality to organize elements in linked lists and trees.
GeListNode objects are an instance of Tgelistnode
.
Access
- NodeData::Get(): Returns the GeListNode connected with a NodeData instance.
NodeData::Get() is rarely needed, as a pointer to a GeListNode is typically handed over to virtual functions of NodeData and derived classes:
{
{
{
break;
}
#define MSG_UPDATE
Must be sent if the bounding box has to be recalculated. (Otherwise use MSG_CHANGE....
Definition: c4d_baselist.h:372
maxon::Bool Bool
Definition: ge_sys_math.h:46
maxon::Int32 Int32
Definition: ge_sys_math.h:51
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.
String python;
python += "print(\"this is python\")";
BaseContainer& data =
op->GetDataInstanceRef();
#define ID_PYTHONSCRIPT
Definition: ge_prepass.h:5099
#define MSG_SCRIPT_EXECUTE
Execute the script. (No arguments.)
Definition: ge_prepass.h:5149
#define PYTHONSCRIPT_TEXT
String Script.
Definition: ge_prepass.h:5160
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:69
GeListNode * AllocListNode(Int32 id)
#define blDelete(v)
Destructs objects derived from BaseList2D. It is basically the same as BaseList2D::Free().
Definition: c4d_baselist.h:3120
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.
- GeListNode::GetNext(): Returns the next GeListNode in the list.
- GeListNode::GetPred(): Returns the previous GeListNode in the list.
- GeListNode::GetDown(): Returns the child GeListNode.
- GeListNode::GetUp(): Returns the parent GeListNode.
- GeListNode::GetDownLast(): Returns the last child GeListNode.
- 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())
{
}
#define ApplicationOutput(formatString,...)
Definition: debugdiagnostics.h:204
and
static void WalkTreeRec(GeListNode*
node)
{
{
{
const BaseList2D*
const baseList2d =
static_cast<BaseList2D*
>(
node);
}
WalkTreeRec(
node->GetDown());
}
}
#define Tbaselist2d
2D list.
Definition: ge_prepass.h:995
- 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:
- GeListNode::InsertBefore(): Inserts the element before the given GeListNode in the list.
- GeListNode::InsertAfter(): Inserts the element after the given GeListNode in the list.
- GeListNode::InsertUnder(): Inserts the element under the given GeListNode.
- GeListNode::InsertUnderLast(): Inserts the element as the last child element under the given GeListNode.
- GeListNode::Remove(): Removes the element from the 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.
BaseObject* const parentObject = selectedObject->GetUp();
if (parentObject == nullptr)
BaseObject* const parentParent = parentObject->GetUp();
selectedObject->Remove();
parentObject->Remove();
doc->InsertObject(selectedObject, parentParent,
nullptr);
parentObject->InsertUnder(selectedObject);
const char * doc
Definition: pyerrors.h:226
Heads and Branches
A GeListHead element is used as the root of a list or tree:
- GeListNode::GetListHead(): Returns the GeListHead root of the element's 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:
- GeListNode::GetBranchInfo(): Fills the given array with information about the element's internal branches.
Valid flags are:
The used BranchInfo struct has the following members:
- BranchInfo::head: Pointer to the GeListHead element.
- BranchInfo::name: Pointer to a String with the branch name. May be
nullptr
.
- BranchInfo::id: The ID of the branch.
- BranchInfo::flags: Branch flags
The branch flags are:
const Int32 branchCount = branches.GetCount();
{
const String branchName = branches[
i].name;
const GeListHead* branchHead = branches[
i].head;
if (branchHead != nullptr)
{
const GeListNode* child = branchHead->GetFirst();
{
const BaseList2D* child2D = static_cast<const BaseList2D*>(child);
}
}
}
Py_ssize_t i
Definition: abstract.h:645
ONLYWITHCHILDREN
Only return branch if it is in use, i.e. has content.
Definition: ge_prepass.h:1
typename BufferedBaseArraySelector< COUNT, MINCHUNKSIZE, MEMFLAGS, ALLOCATOR >::template Type< T > BufferedBaseArray
Definition: basearray.h:1814
#define iferr_return
Definition: resultbase.h:1531
NodeData
The base class for most Cinema API plugins is NodeData. NodeData based plugin classes build the "core" of any plugin based entity of the Cinema API API. This "core" class can be obtained with:
- GeListNode::GetNodeData(): Gets the internal NodeData based plugin class.
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:
- GeListNode::IsDocumentRelated(): Returns true if the element can be inserted directly into a document.
- GeListNode::GetDocument(): Returns the BaseDocument that owns this element. Usually this function should be used in NodeData based plugins.
- Warning
- Always check the returned document pointer for
nullptr
, as the element might not be part of any document.
const BaseDocument*
doc =
node->GetDocument();
{
GeData geData;
{
{
const BaseList2D* baseList2D =
static_cast<const BaseList2D*
>(
atom);
}
}
}
NONE
Definition: asset_browser.h:1
#define atom
Definition: graminit.h:72
#define ConstDescID(...)
Definition: lib_description.h:592
Infos
Additional information can be accessed:
- GeListNode::GetNodeID(): Returns the ID of a multinode with the given index. In most cases it just returns the type ID.
- GeListNode::GetInfo(): Returns the flags defined with the "Register" function. See Registration.
SplineObject* spline = nullptr;
spline = object->GetRealSpline();
if (spline != nullptr)
#define OBJECT_ISSPLINE
Spline object.
Definition: ge_prepass.h:951
#define Ospline
Spline - SplineObject.
Definition: ge_prepass.h:1042
MAXON_ATTRIBUTE_FORCE_INLINE const SplineObject * ToSpline(const T *op)
Casts a BaseObject* to a SplineObject*.
Definition: c4d_baseobject.h:2405
NBits
Various settings of an element can be configured by changing a corresponding bit. A list of available bits is defined in ::NBIT.
- GeListNode::GetNBit(): Returns true if the given bit is set.
- GeListNode::ChangeNBit(): Changes the given bit.
The change operations are:
BaseObject*
const object =
doc->GetActiveObject();
if (object == nullptr)
EHIDE
Hide in viewport.
Definition: ge_prepass.h:98
TOGGLE
Toggle bit.
Definition: ge_prepass.h:2
Further Reading