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 Manual before.
See also
Py-DoubleCircle, Py-Gravitation, Py-RoundedTube and Py-SpherifyModifier plugin examples.
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 ObjectData Manual and NodeData Manual before.See also
Py-DoubleCircle, Py-Gravitation, Py-RoundedTube and Py-SpherifyModifier plugin examples.
Methods Signatures
Generic Methods
Override - By default this function returns False.
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Override - Called when the display is updated for you to display some visual element of your op in the 3D view. |
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Called during the shadow pass instead of the |
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Override - Called at the point in the priority pipeline specified by |
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Override - Return a spline contour. For spline objects only. |
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Override - Return the boundaries of your object. |
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Override - Return an object chain of a generator object (e.g. a polygonal object). |
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Call to optimize the cache building of the node. |
Handle Methods
Override - Manually detect a click on a handle. |
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Called to get the information for handle at index i. Part of the automated handle interface. |
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Called to get the number of handles the object has. Part of the automated handle interface. |
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Override - Move a handle manually. |
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Called to set the information for handle at index i. Part of the automated handle interface.
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Modifier Specific Methods
Override - Called to check for a change manually.
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Override - Called when an object plugin should modify the passed object. |
Particle Specific Methods
Override - Called for modifying particles. This is for particle modifiers only. |
Inheritance
Parent Class:
Methods Documentation
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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
op (c4d.BaseObject) – The established base object.
list (c4d.plugins.PriorityList) – The priority list to add your object’s execution points to.
- Return type
bool
- Returns
True if you override this function and has added stuff to list.
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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.
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ObjectData.
DrawShadow
(self, op, bd, bh)¶ Called during the shadow pass instead of the
Draw()
method.New in version R14.014.
- Parameters
op (c4d.BaseObject) – The established base object.
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.
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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.
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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 throughGetContour()
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
op (c4d.BaseObject) – The established base object.
doc (c4d.documents.BaseDocument) – The document containing the plugin object.
lod (int) – The level of detail.
bt (c4d.threading.BaseThread) – The calling thread.
- Return type
Optional[c4d.SplineObject]
- Returns
The newly allocated spline or None only in the case of a memory error.
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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.
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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
op (c4d.BaseObject) – The established base object.
hh (HierarchyHelp - Not implemented) –
A hierarchy helper for the operation.Pass this to virtual objects hierarchy methodsBaseObject.GetCache()
,BaseObject.CheckCache()
,BaseObject.GetAndCheckHierarchyClone()
,BaseObject.GetHierarchyClone()
.
- Return type
Optional[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.
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ObjectData.
SetOptimizeCache
(self, cache)¶ Call to optimize the cache building of the node.
Note
This method cannot be overridden, but only be called, see ObjectData Manual 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.
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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()
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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.
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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.
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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 inc4d.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.
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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
op (c4d.BaseObject) – The established base object.
i (int) – The handle index.
p (c4d.Vector) – The new handle position.
info (c4d.HandleInfo) – The handle information.
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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
op (c4d.BaseObject) – The established base object.
doc (c4d.documents.BaseDocument) – The document containing the plugin object.
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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
mod (c4d.BaseObject) – The modifier object.
doc (c4d.documents.BaseDocument) – The document containing the plugin object.
op (c4d.BaseObject) – The object to modify.
op_mg (c4d.Matrix) – The object’s world matrix.
mod_mg (c4d.Matrix) – The modifier object’s world matrix.
lod (float) – The level of detail.
flags (int) – Currently unused.
thread (c4d.threading.BaseThread) – The calling thread.
- Return type
bool
- Returns
Success of modifying the object.
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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[c4d.modules.particles.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[c4d.modules.particles.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
andBaseParticle
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.