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On 15/03/2005 at 02:24, xxxxxxxx wrote:
Cinema 4D Version: 8.5
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C.O.F.F.E.E ;
Is there any way to draw lines in the editor view, using COFFEE?
On 15/03/2005 at 02:25, xxxxxxxx wrote:
Not directly. Possibly you could use splines to emulate certain draw operations.
On 15/03/2005 at 02:34, xxxxxxxx wrote:
Yes, that I can already do. But I didn't want to populate the Object manager with new objects. Is there any option?
On 15/03/2005 at 02:36, xxxxxxxx wrote:
It's not possible to draw using splines without inserting them into the document. You could of course remove them when the drawing isn't needed anymore.
In C++ you can draw to the editor with the BaseDraw class.
On 15/03/2005 at 02:44, xxxxxxxx wrote:
I will have to stick with the splines then
For when, an update to COFFEE that allows these type of things that are only possible with C++ now?
On 12/07/2006 at 08:35, xxxxxxxx wrote:
I'm reviving this topic
Since the last time I posted it, I know there were some changes to the COFFEE language. So, was one of those changes the possibility of, finally, drawing to the editor?
Possible, at all, using COFFEE? I hope so...
On 12/07/2006 at 18:59, xxxxxxxx wrote:
Well, looking at the COFFEE sdk docs, it doesn't look like it.
In C++, the plugin classes have a Draw() function if it's available for that type of plugin, but I'm not seeing that in any of the COFFEE plugin classes.
On 13/07/2006 at 01:27, xxxxxxxx wrote:
nope, still not possible.
On 13/07/2006 at 06:24, xxxxxxxx wrote:
Damn!! Instead of adding criptic stuff that is seldom used why aren't those more "in-you-face" aspects improved?
This is a rethorical question, of course, not a direct question to any of you two
Well, thank you anyway. I guess I must go on waiting... or bite the bullet and try out some C++ stuff. The problem is that the only free compiler I have available (not yet installed, though) is the XCode one. Will it produce Windows/Mac compiles? I believe not... and I also suspect that the plug-ins compiled by it will only run on the XCode-compiled version of Cinema4D. Correct me if I'm wrong, please
On 13/07/2006 at 06:32, xxxxxxxx wrote:
Yep, you are correct, you'll need Codewarrior for PPC versions, and you'll need MSVC++ for Windows versions.
On 13/07/2006 at 11:31, xxxxxxxx wrote:
Well, I will only be producing stuff for Mac, then... And, at first, only for XCode. I'm not a real developer so I can't justify the purchase of a compiler. And DEFINETELLY, not a compiler for PC.
Thank you for the information, Dan
On 13/07/2006 at 11:50, xxxxxxxx wrote:
Well, I could see the PPC versions of Cinema 4D eventually being phased out, although, I will sorely miss Codewarrior as a C++ development environment. MSVC++ is, for me, a nightmare to work with. That's why I develop on the Mac and only port to the PC.
On 14/07/2006 at 07:49, xxxxxxxx wrote:
I read your topic here and took (just a quick) look at the C++ SDK 9.6. Is it right, that it would be possible to extend the C.O.F.F.E.E.-lanugage by own C++ classes? If so, perhaps it might be a good Idea to try that out to get access to functions not available in C.O.F.F.E.E because later on you do not need to to the same C++-coding again all the time, but reuse your code. In this case it might be a good idea to create extensionclasses for Mac and Pc and do the rest with C.O.F.F.E.E once.
I will take a closer look at that and tell you here if I find something interesting.
On 14/07/2006 at 08:07, xxxxxxxx wrote:
Thank you very much. I'll be waiting for your "report"
On 17/07/2006 at 07:22, xxxxxxxx wrote:
If you take a closer look at the 96SDK for C++,there is a class COFFEE. This class is designed to extend COFFEE. Your must add Functions and other parts by ADD-Commands that give a pointer for the procedure/function to be executed. I am not sure, if this must be a COFFEE-Script being pointed at or might be a C++-function too. In the second case, you should be able to write a new class given the ability to draw in the editor via c++ generally.I am sorry, that I did not try this out so far, but I do not have/use V-Studio so far. If I do so (and might be I will), of course I will post my experiences here.
On 17/07/2006 at 08:44, xxxxxxxx wrote:
It might be a difficult task. I'm not all that experienced as a C++ programmer, but if my understanding of the SDK is correct, all drawing to the viewport is performed through an internal function. The plugin hook data types that allow drawing, have a virtual function Draw() included in the class that has the active BaseDraw pointer passed to it. That gives you access to the BaseDraw functions like: Point3D(), Line3D(), Polygon3D(), etc.
In the SDK docs under "Important Threading Information" it says that the Draw() function is a threaded function, so I'm assuming that drawing to the viewport has to be performed during the execution of that particular thread. I'm not sure how you'd go about accessing that thread, and from what I read in that section, it sounds like risky business.
On 17/07/2006 at 08:55, xxxxxxxx wrote:
Hy Cactus Dan,
hm, I am honest I did not look at the drawing function before writing this, I had my focus on extension of the Coffe-language in general. I will look at it, but what you tell here is generally correct. I know from other languages that it is always very difficult to communicate between different threads due to their own adress-space and nosynchron running. There has to be some kind of callback-message to work with, otherwise it will be very risky or very slow.
(I do not think a call to StopAllThreads would really help, cause I do not know how they resume afterwards)
Thanks for your hint.
On 17/07/2006 at 09:03, xxxxxxxx wrote:
There are some thread functions available for developers, but I don't know that much about threading. I only know enough about it from that section I read, to know why my plugin crashes when I do something wrong during a threaded function.