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    How to enable object X-Ray option - C++

    Cinema 4D SDK
    c++ sdk
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    • mfersaouiM
      mfersaoui @r_gigante
      last edited by

      @r_gigante
      Hi Riccardo, Thank you I will try this.
      Best.

      1 Reply Last reply Reply Quote 0
      • mfersaouiM
        mfersaoui @mfersaoui
        last edited by mfersaoui

        @mfersaoui

        Hi Riccardo,

        I try to do this in NodeData::Message. that works on the parent op. But how can I apply the X-Ray option on child object of node. because I want to apply the X-Ray only on some of node child objects.

        Best regards.

        Bool MyObject::Message(GeListNode* node, Int32 type, void* data)
        {
        
        	switch (type)
        	{
        	case (MSG_MENUPREPARE):
        	{
        		BaseObject* const op = static_cast<BaseObject*>(node);
        		
        		// op.GetCache()->GetDown()
        
        		break;
        	}
        	}
        }
        
        1 Reply Last reply Reply Quote 0
        • r_giganteR
          r_gigante
          last edited by

          Hi @mfersaoui, assuming you need to access the object pinned under your generator (actually the children), you should use op->GetDown() not op->GetCache()->GetDown().

          Best, Riccardo

          mfersaouiM 1 Reply Last reply Reply Quote 0
          • mfersaouiM
            mfersaoui @r_gigante
            last edited by mfersaoui

            @r_gigante
            Hi Riccardo,

            I have already tested to use op->GetDown(), but this crashing Cinema 4D.
            See example below:

            Bool MyObject::Message(GeListNode* node, Int32 type, void* data)
            {
            	switch (type)
            	{
            		case (MSG_MENUPREPARE):
            		{
            			BaseObject* const op = static_cast<BaseObject*>(node);
            			GePrint(op->GetDown()->GetName());
            			break;
            		}
            	}
            }
            
            r_giganteR 1 Reply Last reply Reply Quote 0
            • r_giganteR
              r_gigante @mfersaoui
              last edited by

              @mfersaoui before calling any method belonging to a pointer it's highly recommended to check for the pointer validity, so i would rearrange it as

              BaseObject* const op = static_cast<BaseObject*>(node);
              if (op->GetDown())
              	GePrint(op->GetDown()->GetName());
              break;
              

              This might prevent Cinema from crashing.

              Cheers, R

              mfersaouiM 1 Reply Last reply Reply Quote 0
              • mfersaouiM
                mfersaoui @r_gigante
                last edited by

                @r_gigante I try it but nothing happen, it not detect any child object.

                ferdinandF 1 Reply Last reply Reply Quote 0
                • ferdinandF
                  ferdinand @mfersaoui
                  last edited by

                  @mfersaoui

                  Hm, stupid question: Does you object have actually any children? The parameter node passed to Message() is the actual GeListNode sitting in your object manager, representing your plugin instance. If this node has no children, this code does not make any sense.

                  Cheers
                  zipit

                  MAXON SDK Specialist
                  developers.maxon.net

                  mfersaouiM 1 Reply Last reply Reply Quote 0
                  • mfersaouiM
                    mfersaoui @ferdinand
                    last edited by mfersaoui

                    @zipit
                    My object contain a lot of child object, it is similar to the SDK Greek Temple Generator Example.

                    1 Reply Last reply Reply Quote 0
                    • ferdinandF
                      ferdinand
                      last edited by ferdinand

                      Well,

                      everything you are showing here suggests ottherwise. It sounds like GeListNode::GetDown() returns the null pointer for your node (which would both explain the crashes and the non-execution of your print statement).

                      Just to clarify again: node is the representation of your plugin instance in the editor, not the the root node of the object graph you did return in your GVO. If you want to access objects in the ouput of your ObjectData plugin GetCache() was the correct approach. But you also have to check the cache for null pointers, since there is no guarantee that any caches have been build when Message() is being executed.

                      Cheers
                      zipit

                      MAXON SDK Specialist
                      developers.maxon.net

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                      • r_giganteR
                        r_gigante
                        last edited by

                        Hi @mfersaoui, I thought you were referring to objects pinned under the generator and not children in the cache. In this case checking that the cache is valid before attempting to access any of its methods is mandatory.

                        Last but not least, I think we're running out of options here, cause even attempting to use SpecialEventAdd() / MessageData::CoreMessage() doesn't help too much and leads on some cases to unpredictable results.

                        Best, Riccardo

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