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


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