THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/01/2003 at 07:54, xxxxxxxx wrote:
Cinema 4D Version: 8.012
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ; XPRESSO ;
how to connect two node ports? I tried it like this:
GvPort* bornshape = born->AddConnection(born,born->GetOutPort(0),shape,shape->GetInPort(0)); if(!bornshape) return FALSE;
and it seems to work but they aren´t connected anyway :
Do I have to do anything with the returned GvPort?
P.S.: When there is a port output of (the description) type TP_Particle, how can I store it in a variable? What datatype is that?
On 30/03/2006 at 17:10, xxxxxxxx wrote:
Did you every figure this out? I am having an identical issue. Know nothing of how this is all supposed to work and be configured and each progressive inch is a Battles of the Nodes.
In my case, there are three nodes - two Object nodes with slider ports and an intervening RangeMapper node.
On 31/03/2006 at 05:39, xxxxxxxx wrote:
I have confirmed that the naive approach of just doing
GvNode* n1u = NULL;
GvNode* n2u = NULL;
GvPort* p1u = NULL;
GvPort* p2u = NULL;
if (m->IsConnectionValid(n1, p1, n2, p2, n1u, p1u, n2u, p2u))
n1->AddConnection(n1u, p1u, n2u, p2u);
doesn't seem to work for me either with two object nodes and manually added ports. I'm investigating if there's a proper way to add connections.
On 30/11/2008 at 06:26, xxxxxxxx wrote:
Thanks for your help.
On 30/11/2008 at 07:26, xxxxxxxx wrote:
It seems to work.
> \> GvPort\* AddConnection(GvNode\* source_node, GvPort\* source_port, GvNode\* dest_node, GvPort\* dest_port); \>
\> GvPort\* AddConnection(GvNode\* source_node, GvPort\* source_port, GvNode\* dest_node, GvPort\* dest_port); \>
If source_port is the outport and dest_port is the inport, it does not work. If source_port is the outport, it works.