flag a tag so that it can be dstinguished
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 16/01/2008 at 15:38, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 10.5
Platform: Mac OSX ;
Language(s) : C++ ;---------
OK, last question (for today). Promised!I create texture tags for objects with a plugin. Every time the user clicks on a button, a new texture tag is created for the active object.
At some point in my plugin, I need to retrieve all of these texture tag and ONLY the ones that I created with the plugin, not the ones that the user created by creating a new material.
So, can I flag my texture tags in a way so that they are distinguishable from the 'normal' texture tags?
(What I did is this. I create a material + tag. Assign the material to the tag and give it a special name. When I want to retrieve all my tags, I loop through all the tags and look if it is linked to a material with this special name. Pretty complex, no?)
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/01/2008 at 10:21, xxxxxxxx wrote:
You can use the 'special name' (this is what I do in particular circumstances).
Or you can create an AtomArray and store your tags in it as they are created. Think of this class as a dynamic array for storing C4DAtom-derived elements (most of the Cinema 4D elements are).
AtomArray* tagArray = AtomArray::Alloc();
if (!tagArray) // bad tagArray, bad!
...
// a new texture tag 'texture' was created by your plugin
tagArray- >Append(texture);
...
// access the tagArray elements like this:
TextureTag* tag;
LONG tACnt = tagArray->GetCount();
for (LONG i = 0L; i != tACnt; ++i)
{
tag = static_cast<TextureTag*>(tagArray->GetIndex(i));
...
}
...
// Don't forget to free the tagArray at some time
AtomArray::Free(tagArray);If you are going to reuse this AtomArray for different objects or at different times collect other texture tags, just call tagArray->Flush() to reset the elements to which it points.