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    CustomData converted to GeData

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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 30/10/2012 at 09:24, xxxxxxxx wrote:

      Hi Yannick, thanks for the help, but that didn't work.

      I switch it from :

        
      InExcludeData *inex2;  
      GeData *gedataInexclude;  //here's where I'm having trouble I need to convert an Inexclude to a  GeData and I can't figure it out.   
      gedataInexclude->SetCustomDataType(inex2 , CUSTOMDATATYPE_INEXCLUDE_LIST);  
          
      

      To:

        
      InExcludeData *inex2;  
      GeData *gedataInexclude;  //here's where I'm having trouble I need to convert an Inexclude to a GeData and I can't figure it out.   
      gedataInexclude->SetCustomDataType(CUSTOMDATATYPE_INEXCLUDE_LIST,inex2);  
          
      

      And I'm getting this error. " error: no matching function for call to 'GeData::SetCustomDataType(int, InExcludeData*&)'note: candidates are: void GeData::SetCustomDataType(LONG, const CustomDataType&)"

      Do I need to covert  inex2 from and InExcludeData to a CustomDataType or something?  I've tried that ways I know of and those haven't worked.

      Thanks for the help.
      Dan

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 30/10/2012 at 10:13, xxxxxxxx wrote:

        Hi Dan,

        CustomDataType is a parent class of InExcludeData but SetCustomDataType() expects a const value so we have to explicitly cast it.
        See the trick here: https://developers.maxon.net/forum/topic/4438/4102_problem-by-saving-data&PID=16747#16747

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        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 30/10/2012 at 12:14, xxxxxxxx wrote:

          Thanks again, Yannick!  I thought I had tried that already but I guess not.  One more question if it's not to much trouble.  Now that I've assigned the inexclude to the shader I need to assign the shader to the material.

          I saw Scott's thread about it here, https://developers.maxon.net/forum/topic/5689/5725_how-to-get-at-shader-options  But he uses the basecontainer to set the parameter and we aren't supposed to do that now correct?  So how would it be done with SetParameter?  It's not a CustomDataType, I think, so it can't be done the same way as the Inexclude, right?

          Dan

          Edit:  In a related but separate topic, I have a Link description element and I'm trying to get the object out of it.  My current code:

            
            GeData objtemp;  
            op->GetParameter(DescLevel(LINKER), objtemp,  DESCFLAGS_GET_PARAM_GET);  
            BaseObject* obj = (BaseObject* )objtemp.GetLink(GetActiveDocument());  
          

          This code does cause a crash but it always returns NULL regardless of if there's an object in the link field or not.  Thanks for any possible help.

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          • H Offline
            Helper
            last edited by

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

            On 31/10/2012 at 02:57, xxxxxxxx wrote:

            I think you should call GetParameter() with DESCFLAGS_GET_0 instead of DESCFLAGS_GET_PARAM_GET.

            Originally posted by xxxxxxxx

            One more question if it's not to much trouble.  Now that I've assigned the inexclude to the shader I need to assign the shader to the material.

            I saw Scott's thread about it here, https://developers.maxon.net/forum/topic/5689/5725_how-to-get-at-shader-options  But he uses the basecontainer to set the parameter and we aren't supposed to do that now correct?  So how would it be done with SetParameter?  It's not a CustomDataType, I think, so it can't be done the same way as the Inexclude, right?

            I don't understand, what do you want to do?

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            • H Offline
              Helper
              last edited by

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

              On 31/10/2012 at 09:06, xxxxxxxx wrote:

              Thanks Yannick, that worked perfectly.

              Sorry about being unclear.  I want to assign a shader to the texture field of a material, specifically around the Alpha channel.  In that thread Scott does it like this:

                
                  
                  
                    BaseContainer *data = mat->GetDataInstance(); // Get the material's container    
                    BaseShader *shd = BaseShader::Alloc(Xsimplenoise); // Creates simple noise instance....For other types(fresnel,etc..). Look up  "enum Xbase"  in the SDK    
                    if(!shd) return FALSE;  
                      
                    data->SetLink(MATERIAL_COLOR_SHADER, shd); // Adds simple noise to the color channel in memory only    
                  
              

              But isn't using the base container to modify and object bad form?    Here's my current code:

                
                
                shader->SetParameter(1015, tempinex, DESCFLAGS_SET_0);//SLA_PROXIMAL_OBJECTS  
                //Something here to convert a baseshader to gedata  
                mat->SetParameter(MATERIAL_ALPHA_SHADER,gedatashader,DESCFLAGS_SET_0);  
              

              It's not a CustomDataType and GeData doesn't have a method for converting it so I'm rather lost right now.

              Thanks!
              Dan

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              • H Offline
                Helper
                last edited by

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

                On 01/11/2012 at 02:20, xxxxxxxx wrote:

                Hi Dan,

                Material channel's shader are shader link. You can see in Scott's code that he calls SetLink() to set the container value.
                So we have to construct the GeData with a BaseLink.

                Here's how I would create and assign a noise shader to the alpha channel's shader of a material:

                BaseShader *shd = BaseShader::Alloc(Xsimplenoise);
                if (!shd) return FALSE;
                  
                BaseMaterial *mat = doc->GetFirstMaterial();
                if (!mat) return FALSE;
                  
                AutoAlloc<BaseLink> link;
                GeData data;
                  
                link->SetLink(shd);
                data.SetBaseLink(link);
                  
                if (mat->SetParameter(MATERIAL_ALPHA_SHADER, data, DESCFLAGS_SET_0))
                {
                    mat->InsertShader(shd, NULL);
                    mat->Message(MSG_UPDATE);
                    mat->Update(TRUE, TRUE);
                  
                    EventAdd();
                }
                
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                • H Offline
                  Helper
                  last edited by

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

                  On 02/11/2012 at 09:39, xxxxxxxx wrote:

                  Would one of you guys please post the code to load an object into the proximal's object list?
                  I tried to use the casting code on that link Yannick posted. But I can't get it right.

                  Here's a code example that will create a new material with a proximal shader in the color channel.
                  Everything works except the part where I'm trying to load the first object in the OM into the proximal's object list.

                  #include "..\..\..\..\resource\modules\sla\res\description\xslaproximal.h"  
                  #include "customgui_inexclude.h"  
                    
                    
                    
                    BaseMaterial *mat = BaseMaterial::Alloc(Mmaterial); //Generate a new material and assign a variable to it   
                    if(!mat) return TRUE;                               //Error handling  
                      
                    BaseContainer *data = mat->GetDataInstance();      //Get the material's container    
                    BaseShader *shd = BaseShader::Alloc(Xproximal);    //Creates a proximal instance. Look up "Enum Xbase" in the SDK for others  
                    if(!shd) return FALSE;    
                    
                    data->SetLink(MATERIAL_COLOR_SHADER, shd);         //Adds proximal the color channel in memory only  
                    mat->InsertShader(shd, NULL);                      //Inserts the shader into the material's color channel from memory  
                    doc->InsertMaterial(mat);                          //Adds the new material to the material Manager from memory  
                    
                    ((Material* )mat)->SetChannelState(CHANNEL_COLOR, TRUE); //Enables the channel..not usually needed for the color channel  
                    
                    // This section changes the proximal's attributes  
                    GeData d;                                                                          //A container that holds the data gotten from GetParameter() below  
                    shd->GetParameter(DescLevel(SLA_PROXIMAL_INCLUDE_SUBOBJECTS), d, DESCFLAGS_GET_0); //Get the Include SubObjects attribute and store the value in "d"  
                    
                    shd->SetParameter(DescLevel(SLA_PROXIMAL_INCLUDE_SUBOBJECTS), TRUE, DESCFLAGS_SET_0); //Enable Include Subobjects option  
                    
                    
                  ///////////////////////////////////// This part is wrong and crashes C4D! //////////////////////////////////////////////////  
                    
                    BaseObject *obj  = doc->GetFirstObject();           //The object that will be put into the proximal's InExclude list  
                    if(!obj) return FALSE;  
                    InExcludeData *objList = (InExcludeData* )data->GetCustomDataType(SLA_PROXIMAL_OBJECTS, CUSTOMDATATYPE_INEXCLUDE_LIST);// <---- Wrong!!  
                    objList->InsertObject(obj, DESCFLAGS_SET_0);  
                    
                  /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////  
                    
                    
                    shd->Message(MSG_UPDATE);    //Update the shader changes  
                    EventAdd();  
                    mat->Message(MSG_UPDATE);    //Update the material changes  
                    mat->Update(TRUE, TRUE);     //Update the material's icon
                  

                  Thanks,
                  -ScottA

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                  • H Offline
                    Helper
                    last edited by

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

                    On 05/11/2012 at 06:15, xxxxxxxx wrote:

                    Hi Scott,

                    In yourcode, data  is the material's container, not Proximal shader's container.
                    We have also to carefully build the description IDs to get the parameters: you're not setting SLA_PROXIMAL_INCLUDE_SUBOBJECTS as expected.

                    Using GetParameter()/SetParameter() is the way to go to access, modify then assign in/exclude lists:

                    GeData d;
                    DescID id;
                    id = DescID(DescLevel(SLA_PROXIMAL_INCLUDE_SUBOBJECTS, DTYPE_BOOL, 0));
                      
                    shd->SetParameter(id, TRUE, DESCFLAGS_SET_0); // Enable Include Subobjects option
                      
                    BaseObject *obj  = doc->GetFirstObject();
                    if (!obj) return FALSE;
                      
                    id = DescID(DescLevel(SLA_PROXIMAL_OBJECTS, CUSTOMDATATYPE_INEXCLUDE_LIST, 0));
                    if (shd->GetParameter(id, d, DESCFLAGS_GET_0)) // Get proximal objects list
                    {
                        InExcludeData * objList = (InExcludeData* )d.GetCustomDataType(CUSTOMDATATYPE_INEXCLUDE_LIST);
                        if (!objList) return FALSE;
                        objList->InsertObject(obj, 0);
                        shd->SetParameter(id, d, DESCFLAGS_SET_0); // Set the modified objects list back into the parameters
                    }
                    
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                    • H Offline
                      Helper
                      last edited by

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

                      On 05/11/2012 at 09:54, xxxxxxxx wrote:

                      Thank You Yannick. 🍺

                      In case anyone needs it.
                      Here's a working example of using a GeDialog plugin to create a new material with a proximal shader in the color channel.
                      Then it loads the selected object into the proximal's In/Ex list:

                      #include "..\..\..\..\resource\modules\sla\res\description\xslaproximal.h"  
                      #include "customgui_inexclude.h"  
                        
                        
                        BaseObject *obj  = doc->GetActiveObject();         //The object we will automatically add to the proximal's In/Ex list  
                        if (!obj) return FALSE;                            //If no object is selected..There's no point in making a new material..So we end it all right here  
                        
                        BaseMaterial *mat = BaseMaterial::Alloc(Mmaterial);//Generate a new material and assign a variable to it   
                        if(!mat) return TRUE;                              //Error handling  
                          
                        BaseContainer *data = mat->GetDataInstance();      //Get the material's container    
                        BaseShader *shd = BaseShader::Alloc(Xproximal);    //Creates a proximal instance. Look up "Enum Xbase" in the SDK for others  
                        if(!shd) return FALSE;    
                        
                        data->SetLink(MATERIAL_COLOR_SHADER, shd);         //Adds proximal the color channel in memory only  
                        mat->InsertShader(shd, NULL);                      //Inserts the shader into the material's color channel from memory  
                        doc->InsertMaterial(mat);                          //Adds the new material to the material Manager from memory  
                        
                        ((Material* )mat)->SetChannelState(CHANNEL_COLOR, TRUE); //Enables the channel..not usually needed for the color channel  
                        
                        GeData d;                                          //A container similar to a BaseContainer  
                        DescriptionCommand dc;                             //In/Ex lists are a descriptions. So we need to store it in this type of variable  
                        //DescID id;                                       //Only needed if "id" is not already included in the Command() function's parameters  
                        
                        //Alternative way to enable some of the non-description based options inside the proximal shader's attributes  
                        //shd->GetParameter(DescLevel(SLA_PROXIMAL_INCLUDE_SUBOBJECTS), d, DESCFLAGS_GET_0);   //Get the Include SubObjects attribute and store the value in "d"  
                        //shd->SetParameter(DescLevel(SLA_PROXIMAL_INCLUDE_SUBOBJECTS), TRUE, DESCFLAGS_SET_0);//Enable Include Subobjects option  
                         
                        dc.id = DescID(DescLevel(SLA_PROXIMAL_INCLUDE_SUBOBJECTS, DTYPE_BOOL, 0));             //Get the "Include SubObjects" attribute and store the value in "dc.id" variable  
                        shd->SetParameter(dc.id, TRUE, DESCFLAGS_SET_0);                                       //Enable Include SubObjects option  
                        
                        dc.id = DescID(DescLevel(SLA_PROXIMAL_OBJECTS, CUSTOMDATATYPE_INEXCLUDE_LIST, 0));     //Get proximal object's list of objects and store it in the dc.id variable  
                        if (shd->GetParameter(dc.id, d, DESCFLAGS_GET_0))                                      //If the list exists<---Just for error checking  
                        {  
                            //GePrint("Found the Object List");  
                            InExcludeData *objList = (InExcludeData* )d.GetCustomDataType(CUSTOMDATATYPE_INEXCLUDE_LIST); //Create an In/Ex list variable and store it in the "d" container  
                            if (!objList) return FALSE;  
                        
                            objList->InsertObject(obj, 0);                                                    //Insert the object into the proximal's In/Ex list  
                            shd->SetParameter(dc.id, d, DESCFLAGS_SET_0);                                     //Update the modified parameters  
                            LONG count = objList->GetObjectCount();                                           //Get the number of object's in the In/Ex list  
                            GePrint(LongToString(count));  
                        }  
                        
                        shd->Message(MSG_UPDATE);            //Update the changes made to the shader  
                        mat->Message(MSG_UPDATE);            //Update the changes made to the material  
                        mat->Update(TRUE, TRUE);             //Refresh the materials displayed icon  
                        EventAdd();
                      

                      -ScottA

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                      • H Offline
                        Helper
                        last edited by

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

                        On 08/11/2012 at 11:01, xxxxxxxx wrote:

                        Thanks a ton for all the help both of you!   I'd post my finished code, but Scott showed it so much better then I could. 👍

                        Thanks!
                        Dan

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