CustomData converted to GeData



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/10/2012 at 15:02, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   13 
    Platform:    Mac  ;  
    Language(s) :     C++  ;

    ---------
    Hello all.

    I've got a question that seems really noobish, but I can't figure out how to do it.  I'm making a material with a proximal shader, and I want to add the objects that are created in a loop to the object field of it.

      
    BaseMaterial *mat = BaseMaterial::Alloc(Mmaterial);  
    BaseShader *shader;  
    InExcludeData *inex;  
        
    //Loop stuff  
     inex->InsertObject(obj, NULL);// the new object to the inexclude  
    //Loop stuff ends  
      
    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.   
      
    shader->SetParameter(1015, gedataInexclude, DESCFLAGS_SET_PARAM_SET);//SLA_PROXIMAL_OBJECTS I know I shouldn't do this part like this my my project won't load the res file  
        
    mat->SetParameter(MATERIAL_ALPHA_SHADER,shader,DESCFLAGS_SET_PARAM_SET);  
    mat->InsertShader(shader, NULL);   
    doc->InsertMaterial(mat);  
    

    So I'm stuck on converting the Inexclude to the GeData so I can use it in the SetParameter.  Here's what I've been trying to use:

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

    I keep getting errors that there's npo matching function calls and such.  I think the problem is I don't understand what SetCustomDataType is looking for.

    Any help would be great, thanks in advance!
    Dan

    (edit: fixed typo in title)



  • 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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.



  • 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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



  • 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://plugincafe.maxon.net/topic/4438/4102_problem-by-saving-data&PID=16747#16747



  • 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://plugincafe.maxon.net/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.



  • 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://plugincafe.maxon.net/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?



  • 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



  • 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();
    }
    


  • 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



  • 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
    }
    


  • 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



  • 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


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