Updating InExclude List

On 24/02/2013 at 12:31, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   r13 
Platform:   Windows  ;   
Language(s) :     C++  ;

---------
Hi there,

i am facing a strange problem. I have an InExclude List where the user can put different objects. Now when one removes an object it seems the InExclude List is not recognizing it. 
myList->GetObjectCount() still returns the count as if the deleted object is still in the list. Removing it within the List does work. How can i fix this behaviour?

thanks in advance,
Ello

On 24/02/2013 at 12:36, xxxxxxxx wrote:

That's kinda funny,
Someone just asked this same question a couple of days ago in the python forum:
https://plugincafe.maxon.net/topic/6955/7831_removing-objects-from-om-and-update-inexclude

What are the odds of that happening?

Pretty sure it's a known bug/limitation with the In/Exclude list.

-ScottA

On 24/02/2013 at 12:58, xxxxxxxx wrote:

Originally posted by xxxxxxxx

i am facing a strange problem. I have an InExclude List where the user can put different objects. Now when one removes an object it seems the InExclude List is not recognizing it. 
myList->GetObjectCount() still returns the count as if the deleted object is still in the list. Removing it within the List does work. How can i fix this behaviour?

A bit of a silly question, but are you initialising the list before you use it? If you don't it won't work correctly, this may be a symptom of that. In your Init() function you could do something like:

  
  BaseContainer *data = op->GetDataInstance();  
  
  if (!SUPER::Init(node))  
      return FALSE;  
  
  data->SetData(MY_LIST_ID), GeData(CUSTOMDATATYPE_INEXCLUDE_LIST, DEFAULTVALUE));  

Apologies in advance if you knew this already.

On 24/02/2013 at 23:34, xxxxxxxx wrote:

thank you. i'll have to check this when i am back home. but this sounds like a possible solution as i am quite sure i missed the initialisation.

On 25/02/2013 at 01:11, xxxxxxxx wrote:

No, it's nothing to do with that if I remember correctly. I noticed this years ago (there must be a thread here somewhere) and it still persists. You have to check for it and remove the object from the list yourself!

On 25/02/2013 at 01:18, xxxxxxxx wrote:

thanks for the input.. i found that thread, too. would you mind showing a snippet on how to do this as i have no idea about it?

On 25/02/2013 at 01:37, xxxxxxxx wrote:

Here is some code:  
InExcludeData* t_objlist = (InExcludeData* )data->GetCustomDataType(FLUID_CONTAINER_OBSTACLES,CUSTOMDATATYPE_INEXCLUDE_LIST);
    			if(t_objlist && t_objlist->GetObjectCount()>0)
    			{
    				for(int i=0; i<t_obj->GetObjectCount(); ++i)
    				{
    					BaseList2D* t_baseobject = t_obj->ObjectFromIndex(doc,i);				
    					if(!t_baseobject){/* An object has been deleted but C4D still returns the old count (C4D bug) */
    						if(!t_objlist->DeleteObject(i))
    							break;
     op->SetDirty(DIRTYFLAGS_DATA);
    					}
     
    				}
    			}  
    

On 25/02/2013 at 02:12, xxxxxxxx wrote:

thank you very much 🙂

edit: just tried it out and now it works ... another issue appeared now. when i delete an object which is in the list and than undo the delete, the object isnt back in the list. how can i make this happen?

cheers,
Ello