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    NodeData list

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 23/04/2010 at 08:48, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   11.5 
      Platform:   Windows  ;   Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      hello all,
      i have made new nodedata plugin and i'dd to alloc a list of this mynode in a document, store the list in it ,make recusion in it and retrive some data.

      any experience ?
      Franz

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 26/04/2010 at 02:12, xxxxxxxx wrote:

        NodeData plugins can only be stored in SceneHooks. So you have to write your own SceneHook to save your list of NodeData plugins along with the document.

        cheers,
        Matthias

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 26/04/2010 at 03:18, xxxxxxxx wrote:

          i am exactly in this situation ... but any sample ?
          is not very clear how is possible?

          Franz

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 26/04/2010 at 08:01, xxxxxxxx wrote:

            I may have mixed up something here. I will try to find a solution.

            cheers,
            Matthias

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 27/04/2010 at 00:23, xxxxxxxx wrote:

              thanks 🙂
              Franz

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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 20/05/2010 at 06:39, xxxxxxxx wrote:

                FYI, I put together a small example of how to store a NodeData plugin within a scene hook.

                Please check the code comments for more detailed information.

                the NodeData plugin:

                  
                #include "c4d.h"  
                #include "c4d_symbols.h"  
                  
                  
                //just a extremly simple Nodedata plugin :)  
                  
                class MyNode : public NodeData  
                {  
                  public:  
                      static NodeData *Alloc(void) { return gNew MyNode; }  
                };  
                  
                  
                #define ID_MYNODE 1024726  
                  
                Bool RegisterMyNode(void)  
                {  
                  return RegisterNodePlugin(ID_MYNODE, "My Node", 0, MyNode::Alloc, NULL, 0, NULL);  
                }  
                

                the SceneHookData plugin to store the NodeData plugin:

                  
                #include "c4d.h"  
                #include "c4d_symbols.h"  
                  
                  
                class MyNode;  
                  
                #define ID_MYSCENEHOOK 1025181  
                  
                  
                class MySceneHook : public SceneHookData  
                {  
                  public:  
                      //constructor; initialization and plugin node allocation  
                      MySceneHook()  
                      {  
                          hookname = String("My SceneHook Name");  
                          mynode = (BaseList2D* )AllocListNode(1024726);  
                      }  
                  
                      virtual Bool Init(GeListNode *node);  
                      virtual Bool Read(GeListNode *node, HyperFile *hf, LONG level);  
                      virtual Bool Write(GeListNode *node, HyperFile *hf);  
                      virtual LONG GetBranchInfo(GeListNode* node, BranchInfo* info, LONG max, ULONG flags);  
                  
                      static NodeData *Alloc(void) { return gNew MySceneHook; }  
                  
                  private:  
                      AutoAlloc<GeListHead> head;        //this is the list head were the plugin node will be inserted to  
                      String hookname;  
                      BaseList2D *mynode;        //pointer to an instance of the plugin node  
                };  
                  
                Bool MySceneHook::Init(GeListNode *node)  
                {  
                  if (!head || !mynode) return FALSE;  
                  
                  head->SetParent(node);        //needed to save the node list  
                  
                  head->Insert(mynode, NULL, NULL);    //insert the plugin node into the list  
                  
                  return TRUE;  
                }  
                  
                Bool MySceneHook::Read(GeListNode *node, HyperFile *hf, LONG level)  
                {  
                  return head->ReadObject(hf, TRUE);    //needed to read files  
                }  
                  
                Bool MySceneHook::Write(GeListNode *node, HyperFile *hf)  
                {  
                  return head->WriteObject(hf);    //needed to save files  
                }  
                  
                LONG MySceneHook::GetBranchInfo(GeListNode *node, BranchInfo *info, LONG max, ULONG flags)  
                {  
                  //fill the info structure array; only one element is saved in this example  
                  
                  info[0].head = head;  
                  info[0].name = &hookname;  
                  info[0].id = ID_MYSCENEHOOK;  
                  info[0].flags = 0;  
                  
                  return 1;    //return the number of filled BranchInfo elements  
                }  
                  
                  
                  
                Bool RegisterMySceneHook(void)  
                {  
                  return RegisterSceneHookPlugin(ID_MYSCENEHOOK, "My SceneHook", 0, MySceneHook::Alloc, EXECUTION_EXPRESSION, 0, NULL);  
                }  
                

                main.cpp

                  
                ...  
                Bool RegisterMyNode(void);  
                Bool RegisterMySceneHook(void);  
                ...  
                  
                Bool PluginStart(void)  
                {  
                ...  
                  if (!RegisterMyNode()) return FALSE;  
                  if (!RegisterMySceneHook()) return FALSE;  
                ...  
                  return TRUE;  
                }  
                

                hope this helps

                cheers,
                Matthias

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 20/05/2010 at 06:43, xxxxxxxx wrote:

                  Great!!!!!!!!!!!!
                  now is clear for me 😉
                  Franz

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