Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    CustomData converted to GeData

    Scheduled Pinned Locked Moved SDK Help
    12 Posts 0 Posters 814 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 02:42, xxxxxxxx wrote:

      Originally posted by xxxxxxxx

       
      GeData* gedataInexclude;  
      gedataInexclude->SetCustomDataType(inex,CUSTOMDATATYPE_INEXCLUDE_LIST);  
      

      I think you should just swap the 2 parameters of calling SetCustomDataType(). The custom data type ID is expected first, then the custom data value.

      1 Reply Last reply Reply Quote 0
      • 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

        1 Reply Last reply Reply Quote 0
        • 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

          1 Reply Last reply Reply Quote 0
          • 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.

            1 Reply Last reply Reply Quote 0
            • 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?

              1 Reply Last reply Reply Quote 0
              • 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

                1 Reply Last reply Reply Quote 0
                • 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();
                  }
                  
                  1 Reply Last reply Reply Quote 0
                  • 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

                    1 Reply Last reply Reply Quote 0
                    • 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
                      }
                      
                      1 Reply Last reply Reply Quote 0
                      • 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

                        1 Reply Last reply Reply Quote 0
                        • 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

                          1 Reply Last reply Reply Quote 0
                          • First post
                            Last post