Instances dropped on Document::Polygonize

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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 :)

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 26/07/2007 at 06:00, xxxxxxxx wrote:

Ok !!! I will try this immediately

Thanks :)

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 27/07/2007 at 02:24, xxxxxxxx wrote:

Arghhh, hell is in details :D

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 :)

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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)

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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.