MDATA_SELECTION_VISIBLE trouble
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/02/2010 at 11:08, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 11.5demo
Platform:
Language(s) : C++ ;---------
Hi there,I wrote a small SceneHook Plugin that reacts to the "Only Select Visual Elements" checkbox of the four selection tools.
GePrint(LongToString(doc->GetAction()) returns the ID´s 200000083,200000084,200000085,200000086 (ID_MODELING_LIVESELECTION, ID_MODELING_RECTSELECTION, ID_MODELING_FREESELECTION, ID_MODELING_POLYSELECTION) when selecting the tools, so I know if they are active.
But when I try to check if the option is set, I run into some trouble...:
BaseContainer *data = GetToolData(doc, doc->GetAction());
if(!data) return FALSE;
if(data->GetBool(MDATA_SELECTION_VISIBLE) || data->GetBool(MDATA_SELECTLIVE_VISIBLE){All select tools have the ID 2107 (MDATA_SELECTION_VISIBLE) for that checkbox aside from the "Live Selection" - 2108 (MDATA_SELECTLIVE_VISIBLE).
Strangely "GetBool(2107)" returns false in any case for the free- and poly selection tools.
Also tryed data- >GetParameter(DescLevel(MDATA_SELECTION_VISIBLE),d); ...
I found that the live-and rectangle selection tools enumerate those ID´s in their *.h file while the free- and poly selection tools don´t - I think this might be the issue.
Hoever I can read and set them perfectly in Coffee and PY4D... strange.
Maybe I overlooked something vital here...
Is there a solution or workaround to this?Cheers!
PS:
I also noticed that a bd- >Handle2D(Vector(mx+18, my+10,0), HANDLE_MIDDLE); drawn to the viewport gets overlayed by geometry objects if OpenGL is active.Is there a simple way to prevent this or do I have to draw a Handle3D?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 28/02/2010 at 12:36, xxxxxxxx wrote:
It seams that free and poly selection inherit the MDATA_SELECTION_VISIBLE option from the rectangle tool so I really had the wrong approach here...
Works fine now.