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On 26/07/2007 at 03:12, xxxxxxxx wrote:
User Information: Cinema 4D Version: 10.1 Platform: Windows ; Language(s) : C++ ;
--------- Hello, I am working on an exporter for C4D.
I need to export instances, since our format is intended for real-time purposes, I let C4D polygonize object through the use of BaseDocument::Polygonize().
The problem, is that Oinstances seems to be dropped by this function. Is there any way to recover Instances, or to do a stable match of the hiearchy between the original document, and the polygonized one ?
Thanks
On 26/07/2007 at 05:55, xxxxxxxx wrote:
Maybe it's better to get your polygon objects on a per object basis. You can do this with GetDeformCache() and GetCache(). Here is a helper function to get the deformed polygon object of a selected object (it's from the upcoming SDK docu update).
static void DoRecursion(BaseObject *op) { BaseObject *tp = op->GetDeformCache(); if (tp) { DoRecursion(tp); } else { tp = op->GetCache(NULL); if (tp) { DoRecursion(tp); } else { if (!op->GetBit(BIT_CONTROLOBJECT)) { if (op->IsInstanceOf(Opolygon)) { // -------------------------- // HERE IS THE DEFORMED POLYGON OBJECT // -------------------------- } } } } for (tp = op->GetDown(); tp; tp=tp->GetNext()) { DoRecursion(tp); } }
cheers, Matthias
On 26/07/2007 at 06:00, xxxxxxxx wrote:
Ok !!! I will try this immediately
On 27/07/2007 at 02:24, xxxxxxxx wrote:
Arghhh, hell is in details
It seems that the texture tag is "lost" when processing a the last "op" level.
One of the situation where the problem arises: - Make a landscape - Texture it basically (UVW mapping) - So that the object has only: a Texture Tag, and a Phong Tag
When processing, the Texture Tag has gone (but it seems i have the UVW Tag).
When using Polygonize(), i used to got everybody (TextureTag, UVWTag, PhongTag).
I suppose that the TextureTag is on the previous recusion, i will dig onto this.
But i will take any hints
On 27/07/2007 at 02:27, xxxxxxxx wrote:
BTW, i moved processing of sub objects to just after the polyobject generation. (i have a general hiearchy tracking outside of the equivalent of this recursive routine)
On 07/08/2007 at 08:40, xxxxxxxx wrote:
arghh, I hit another wall, so I have ended with a temporary solution involving just this (taken from Document::Polygonize() routine) :
BaseObject *PolygonizeBaseObject( BaseObject *Src ) { BaseContainer Ctr; ModelingCommandData CData; CData.doc = Src->GetDocument(); CData.bc = &Ctr; Ctr.SetBool(MDATA_CURRENTSTATETOOBJECT_KEEPANIMATION,TRUE); CData.op = Src; if( !SendModelingCommand( MCOMMAND_CURRENTSTATETOOBJECT, CData ) || !CData.result ) return NULL; BaseObject *CollapsedObject = (BaseObject* )CData.result->GetIndex(0); AtomArray::Free( CData.result ); return CollapsedObject; }
So I just collapse a hierarchy branch with this call:
AutoFree<BaseObject> PolyObject = PolygonizeBaseObject( Object ); if( PolyObject ) MyObjectProcessor( PolyObject.... );
I just wanted to know if the sequence above would disrupt or leak C4D ressources.