ActiveObject, but only certain objects?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/11/2006 at 21:21, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.2-10.0
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;---------
I'm setting up a dialog that uses the basic structure of 'ActiveObject.cpp' from the cinema4dsdk. But instead of just mirroring the Object Manager, I'd like to only show certain objects (that contain my plugin's tag).How would one go about this?
Should I be doing some checking/restricting in the TreeViewFunctions GetFirst(), GetNext(), GetPred(), GetDown() methods?
Thanks!
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/11/2006 at 21:47, xxxxxxxx wrote:
Well, trying something that seemed logical, was, hmm, logical.
void* GetFirst(void* root, void* userdata) { BaseDocument* doc = (BaseDocument* )root; return GetObject(doc->GetFirstObject()); } void* GetNext(void* root, void* userdata, void* obj) { BaseObject* op; for (op = ((BaseObject* )obj)->GetNext(); op; op = op->GetNext()) { if (op->GetTag(ID_IPPFIGURETAG) || op->GetTag(ID_IPPOBJECTTAG)) break; } return op; } void* GetPred(void* root, void* userdata, void* obj) { BaseObject* op; for (op = ((BaseObject* )obj)->GetPred(); op; op = op->GetPred()) { if (op->GetTag(ID_IPPFIGURETAG) || op->GetTag(ID_IPPOBJECTTAG)) break; } return op; } void* GetDown(void* root, void* userdata, void* obj) { return GetObject(((BaseObject* )obj)->GetDown()); } void* GetObject(BaseObject* op) { BaseObject* down; for (op; op; op = op->GetNext()) { if (op->GetTag(ID_IPPFIGURETAG) || op->GetTag(ID_IPPOBJECTTAG)) return op; if (op->GetDown()) { if (down = (BaseObject* )GetObject(op->GetDown())) return down; } } return NULL; }
This code only shows Objects with the two restrictive tags - no matter where they reside. Cool!
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/11/2006 at 01:04, xxxxxxxx wrote:
Thanks for sharing your findings.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/11/2006 at 14:20, xxxxxxxx wrote:
Looks like I spoke too soon. Some OM hierarchy arrangements will not work with this filtering. I'm exploring alternatives (especially now that the filtering has been expanded). A 'filtered' AtomArray may be the only real approach to a sparse hierarchy - the result will be a list in the TreeView though (only GetFirst(), GetNext(), GetPred()).
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/11/2006 at 16:27, xxxxxxxx wrote:
Alrighty then. This set works, but it is very loop/recursion oriented so as to traverse every possible branch no matter the filter settings or hierarchical arrange - as best as can be tested.
Note that the filter Booleans are being set in the dialog. I'm being lazy about hiding the variables and using setters instead.
BOOL filterFigures; BOOL filterProps; BOOL filterCameras; BOOL filterLights; BOOL filterBases; void* GetFirst(void* root, void* userdata) { return FindFirst(((BaseDocument* )root)->GetFirstObject()); } void* GetDown(void* root, void* userdata, void* obj) { return FindDown(((BaseObject* )obj)->GetDown()); } void* GetNext(void* root, void* userdata, void* obj) { BaseObject* op; op = ((BaseObject* )obj)->GetNext(); if (op) { BaseObject* next = FindDown(op); if (next) return next; } op = ((BaseObject* )obj)->GetUp(); if (op) { BaseObject* next = FindNext(op); if (next) return next; } return NULL; } void* GetPred(void* root, void* userdata, void* obj) { BaseObject* op; op = ((BaseObject* )obj)->GetPred(); if (op) { BaseObject* pred = FindDownPred(op); if (pred) return pred; } op = ((BaseObject* )obj)->GetUp(); if (op) { BaseObject* pred = FindPred(op); if (pred) return pred; } return NULL; } // *** START Helpers BaseObject* FindFirst(BaseObject* op) { BaseObject* down; for (op; op; op = op->GetNext()) { if (op->GetTag(ID_IPPFIGURETAG) && filterFigures) return op; else if (op->GetTag(ID_IPPOBJECTTAG) && ((op->IsInstanceOf(Opolygon) && filterProps) || (op->IsInstanceOf(Ocamera) && filterCameras) || (op->IsInstanceOf(Olight) && filterLights))) return op; else if (op->IsInstanceOf(ID_IPPBASE) && filterBases) return op; if (!op->GetDown()) continue; down = FindFirst(op->GetDown()); if (down) return down; } return NULL; } BaseObject* FindDown(BaseObject* op) { BaseObject* down; for (op; op; op = op->GetNext()) { if (op->GetTag(ID_IPPFIGURETAG) && filterFigures) return op; else if (op->GetTag(ID_IPPOBJECTTAG) && ((op->IsInstanceOf(Opolygon) && filterProps) || (op->IsInstanceOf(Ocamera) && filterCameras) || (op->IsInstanceOf(Olight) && filterLights))) return op; else if (op->IsInstanceOf(ID_IPPBASE) && filterBases) return op; if (!op->GetDown()) continue; down = FindDown(op->GetDown()); if(down) return down; } return NULL; } BaseObject* FindDownPred(BaseObject* op) { BaseObject* down; for (op; op; op = op->GetPred()) { if (op->GetTag(ID_IPPFIGURETAG) && filterFigures) return op; else if (op->GetTag(ID_IPPOBJECTTAG) && ((op->IsInstanceOf(Opolygon) && filterProps) || (op->IsInstanceOf(Ocamera) && filterCameras) || (op->IsInstanceOf(Olight) && filterLights))) return op; else if (op->IsInstanceOf(ID_IPPBASE) && filterBases) return op; if (!op->GetDown()) continue; down = FindDown(op->GetDown()); if(down) return down; } return NULL; } BaseObject* FindNext(BaseObject* op) { BaseObject* down; BaseObject* obj; for (op; op; op = op->GetUp()) { for (obj = op->GetNext(); obj; obj = obj->GetNext()) { if (obj->GetTag(ID_IPPFIGURETAG) && filterFigures) return obj; else if (obj->GetTag(ID_IPPOBJECTTAG) && ((obj->IsInstanceOf(Opolygon) && filterProps) || (obj->IsInstanceOf(Ocamera) && filterCameras) || (obj->IsInstanceOf(Olight) && filterLights))) return obj; else if (obj->IsInstanceOf(ID_IPPBASE) && filterBases) return obj; if (obj->GetDown()) { down = FindDown(obj->GetDown()); if(down) return down; } } } return NULL; } BaseObject* FindPred(BaseObject* op) { BaseObject* down; BaseObject* obj; for (op; op; op = op->GetUp()) { for (obj = op->GetPred(); obj; obj = obj->GetPred()) { if (obj->GetTag(ID_IPPFIGURETAG) && filterFigures) return obj; else if (obj->GetTag(ID_IPPOBJECTTAG) && ((obj->IsInstanceOf(Opolygon) && filterProps) || (obj->IsInstanceOf(Ocamera) && filterCameras) || (obj->IsInstanceOf(Olight) && filterLights))) return obj; else if (obj->IsInstanceOf(ID_IPPBASE) && filterBases) return obj; if (obj->GetDown()) { down = FindDown(obj->GetDown()); if(down) return down; } } } return NULL; } // *** END Helpers
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/11/2006 at 18:34, xxxxxxxx wrote:
One more change to FindNext() and FindPred() to make this complete. This will stop adding objects multiple times because it will have been already added by a parent as its next or predecesor. Not harmful, but boggling to work with.
//*---------------------------------------------------------------------------* BaseObject* FindNext(BaseObject* op) //*---------------------------------------------------------------------------* { BaseObject* down; BaseObject* obj; for (op; op; op = op->GetUp()) { // This object will have already added as successor! if (op->GetTag(ID_IPPFIGURETAG) && filterFigures) return NULL; else if (op->GetTag(ID_IPPOBJECTTAG) && ((op->IsInstanceOf(Opolygon) && filterProps) || (op->IsInstanceOf(Ocamera) && filterCameras) || (op->IsInstanceOf(Olight) && filterLights))) return NULL; else if (op->IsInstanceOf(ID_IPPBASE) && filterBases) return NULL; // Keep looking for (obj = op->GetNext(); obj; obj = obj->GetNext()) { if (obj->GetTag(ID_IPPFIGURETAG) && filterFigures) return obj; else if (obj->GetTag(ID_IPPOBJECTTAG) && ((obj->IsInstanceOf(Opolygon) && filterProps) || (obj->IsInstanceOf(Ocamera) && filterCameras) || (obj->IsInstanceOf(Olight) && filterLights))) return obj; else if (obj->IsInstanceOf(ID_IPPBASE) && filterBases) return obj; if (!obj->GetDown()) continue; down = FindDown(obj->GetDown()); if (down) return down; } } return NULL; } //*---------------------------------------------------------------------------* BaseObject* FindPred(BaseObject* op) //*---------------------------------------------------------------------------* { BaseObject* down; BaseObject* obj; for (op; op; op = op->GetUp()) { // This object will have already added as predecessor! if (op->GetTag(ID_IPPFIGURETAG) && filterFigures) return NULL; else if (op->GetTag(ID_IPPOBJECTTAG) && ((op->IsInstanceOf(Opolygon) && filterProps) || (op->IsInstanceOf(Ocamera) && filterCameras) || (op->IsInstanceOf(Olight) && filterLights))) return NULL; else if (op->IsInstanceOf(ID_IPPBASE) && filterBases) return NULL; // Keep looking for (obj = op->GetPred(); obj; obj = obj->GetPred()) { if (obj->GetTag(ID_IPPFIGURETAG) && filterFigures) return obj; else if (obj->GetTag(ID_IPPOBJECTTAG) && ((obj->IsInstanceOf(Opolygon) && filterProps) || (obj->IsInstanceOf(Ocamera) && filterCameras) || (obj->IsInstanceOf(Olight) && filterLights))) return obj; else if (obj->IsInstanceOf(ID_IPPBASE) && filterBases) return obj; if (!obj->GetDown()) continue; down = FindDown(obj->GetDown()); if (down) return down; } } return NULL; }