c4d.plugins.NodeData¶
-
class
c4d.plugins.
NodeData
¶ - The base type for instantiable plugins.Use
RegisterNodePlugin()
to register the plugin.
Methods Signatures
Initializes a description parameter of the instance.
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Override - Called when a new instance of the node type is being allocated.
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Override - If your class has a destructor it is called as usual after this function. |
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Override - Called when a node is loaded from a file.
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Override - Called when a node is saved to a file.
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Override - Called when a node is duplicated.
Init() is called for the destination node before this function. |
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Override - Called when a node receives messages. |
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If you create your own BaseList elements this allows you to tell Cinema 4D how to retrieve the document.
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Called to know if the node is an instance of the given base type. |
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Called by the Attribute Manager for correct undo handling. |
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Called to create a contextual bubble help and status bar information for the node. |
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Called to add parameters to the description for the node. Modify the passed description as needed and return the appropriate flags. |
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Called to override the reading of description parameters. Necessary for parameters that are not simply stored in the node’s container e.g. class members.
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Called to override the writing of parameters.
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Called to let decide which parameters should be enabled or disabled (ghosted).
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Called by the Attribute Manager for every object and every description ID.
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Gets the GeListNode connected with the NodeData instance. |
Inheritance
Parent Class:
Children Classes:
Methods Documentation
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NodeData.
InitAttr
(self, host, type, id)¶ - Initializes a description parameter of the instance.This method has to be called for each parameter of a
c4d.plugins.NodeData
implementation in order to make the parameter usable. The data type with which a parameter has to be initialized depends on theDTYPE
of the parameter definition in the resource definition of the plugin. The parameter initialization is usually done inc4d.plugins.NodeData.Init()
.def Init(self, node): self.InitAttr(node, float, c4d.MY_DTYPE_REAL_PARAMETER) self.InitAttr(node, int, c4d.MY_DTYPE_LONG_PARAMETER) self.InitAttr(node, c4d.BaseList2D, c4d.MY_DTYPE_BASELISTLINK_PARAMETER) self.InitAttr(node, c4d.BaseTime, c4d.MY_DTYPE_TIME_PARAMETER) node[c4d.MY_DTYPE_REAL_PARAMETER] = 200.0 node[c4d.MY_DTYPE_LONG_PARAMETER] = 5 node[c4d.MY_DTYPE_BASELISTLINK_PARAMETER] = None node[c4d.MY_DTYPE_TIME_PARAMETER] = c4d.BaseTime(2.)
See also
The Py-RoundedTube example and its
Init()
method.- Parameters
host (c4d.BaseObject) – The host object.
type (any) – Just pass the type like float, int,
PriorityData
, etc.id (c4d.DescID) – The parameter description ID to initialize.
- Return type
bool
- Returns
True if the parameter could be successfully initialized, otherwise False.
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NodeData.
Init
(self, node, isCloneInit)¶ - Override - Called when a new instance of the node type is being allocated.The parameters of a node must be initialized in this method. NodeData.Init is being called frequently due to nodes being reallocated in the background by Cinema 4D. One should therefore be careful with carrying out computationally complex tasks in this function.
Note
If your class has a constructor it is called as usual before this function, but at that time there’s no node link established.
Warning
If False is being returned, the object will not be created.
def Init(self, node, isCloneInit): self.InitAttr(node, float, c4d.MY_FLOAT_PARAMETER) self.InitAttr(node, int, c4d.MY_INT_PARAMETER) self.InitAttr(node, c4d.BaseList2D, c4d.MY_DTYPE_BASELISTLINK_PARAMETER) self.InitAttr(node, c4d.BaseTime, c4d.MY_DTYPE_TIME_PARAMETER) if not isCloneInit: node[c4d.MY_DTYPE_REAL_PARAMETER] = 200.0 node[c4d.MY_DTYPE_LONG_PARAMETER] = 5 node[c4d.MY_DTYPE_BASELISTLINK_PARAMETER] = None node[c4d.MY_DTYPE_TIME_PARAMETER] = c4d.BaseTime(2.)
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
isCloneInit (bool) –
New in version 2024.0.0.
True if the object data is a copy of another one.
- Return type
bool
- Returns
True on success, otherwise False.
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NodeData.
Free
(self, node)¶ Override - If your class has a destructor it is called as usual after this function.
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
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NodeData.
Read
(self, node, hf, level)¶ - Override - Called when a node is loaded from a file.Use this function to read any settings for your plugin that are not stored in the
BaseContainer
.You must read these settings from theHyperFile
such as.hf.ReadInt32(offset) hf.ReadBool(object_access)
For future extensions of your plugin you should check the level and only read the appropriate values.
if level >= 0: hf.ReadInt32(offset) hf.ReadBool(object_access) if level >= 1: hf->ReadFloat(a_new_feature)
Init()
will have already been called before this function is called.Note
It is recommended to store as much as possible in theBaseContainer
as Cinema 4D will handle the reading of those values automatically.Only use member variables when necessary.Important
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
hf (c4d.GeListNode) – The hyper file to read the data from.
level (int) –
The plugin level is similar to a version number for your settings.The default level is 0, you can then increase this for new revisions of your plugin, this allows for forward and backward compatibility.As an example you may have updated your plugin, if you now need to write additional information for new settings or changed types for old settings you can increase the level. During loading either a 0 is passed (if the file was written using your old plugin) or 1 (if the file was written by the new plugin). This allows you to easily save/read new values.
Important
For forward and backward compatibility to work you must not change any existing read order from a given level, Cinema 4D will skip any new settings automatically if they have not been read for your plugin.
Note
If you only use containers for all your values, you do not have to deal with level.
- Return type
bool
- Returns
True if the data was read successfully, otherwise False.
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NodeData.
Write
(self, node, hf)¶ - Override - Called when a node is saved to a file.Use this function to write any settings for your plugin that are not stored in the
BaseContainer
.You must read these settings from theHyperFile
such as.hf.WriteInt32(offset) hf.WriteBool(object_access)
For future extensions of your plugin you should make sure to introduce a new level (See
Read()
) when writing new values.// Level 0 hf.WriteInt32(offset) hf.WriteBool(object_access) // Level 1 hf.WriteFloat(a_new_feature)
Free()
will be called after this function is called.Note
It is recommended to store as much as possible in theBaseContainer
as Cinema 4D will handle the writing of those values automatically.Only use member variables when necessary.Important
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
hf (c4d.GeListNode) – The hyper file to write the data to.
- Return type
bool
- Returns
True if the data was written successfully, otherwise False.
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NodeData.
CopyTo
(self, dest, snode, dnode, flags, trn)¶ - Override - Called when a node is duplicated.
Init()
is called for the destination node before this function.Use this function to copy any settings for the plugin that are not stored in theBaseContainer
.Simply transfer them from the current node data to dest and/or snode to dnode:dest.offset = offset dest.object_access = object_access
Note
It is recommended to store as much as possible in theBaseContainer
as Cinema 4D will handle the copying of those values automatically.Only use member variables when necessary.Important
If at least one of
Read()
,Write()
andCopyTo()
is implemented, it is recommended to implement all three, otherwise data might be lost.- Parameters
dest (c4d.plugins.NodeData) – The destination node data.
snode (c4d.GeListNode) – The source node data, i.e. the current node.
dnode (c4d.GeListNode) – The destination node data.
flags (int) –
The copy flags:
COPYFLAGS_NONE
None.
COPYFLAGS_NO_HIERARCHY
Copy without children.
COPYFLAGS_NO_ANIMATION
Copy without tracks, sequences or keys.
COPYFLAGS_NO_BITS
Do not copy
BaseList2D
bits.COPYFLAGS_NO_MATERIALPREVIEW
Do not create a new material preview.
COPYFLAGS_NO_BRANCHES
Do not copy branches, for example tags on an object. Automatically implies COPYFLAGS_NO_ANIMATION, as animation is a branch.
COPYFLAGS_DOCUMENT
Read-only flag set when a complete document is copied.
COPYFLAGS_NO_NGONS
Do not copy N-gons.
COPYFLAGS_CACHE_BUILD
Read-only flag set when cache is built.
COPYFLAGS_RECURSIONCHECK
Checks and avoids instances to cause recursions.
COPYFLAGS_PRIVATE_IDENTMARKER
Private.
COPYFLAGS_PRIVATE_NO_INTERNALS
Private.
COPYFLAGS_PRIVATE_NO_PLUGINLAYER
Private.
COPYFLAGS_PRIVATE_UNDO
Private.
COPYFLAGS_PRIVATE_NO_TAGS
Private.
COPYFLAGS_PRIVATE_DELETE
Private.
COPYFLAGS_PRIVATE_NO_ASSETS
Private.
COPYFLAGS_PRIVATE_NO_RESULTASSETS
Private.
COPYFLAGS_PRIVATE_NO_LOGS
Private.
COPYFLAGS_PRIVATE_BODYPAINT_NODATA
Private.
COPYFLAGS_PRIVATE_BODYPAINT_CONVERTLAYER
Private.
trn (c4d.AliasTrans) –
Changed in version R17.032.
An alias translator for the operation.
- Return type
bool
- Returns
True if the data was copied successfully, otherwise False.
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NodeData.
Message
(self, node, type, data)¶ Override - Called when a node receives messages.
See also
C4DAtom and Plugin Messages for information on the messages type, data and input/output.
Note
The following code shows how to handle MSG_DESCRIPTION_COMMAND sent by a button in a description:
def Message(self, node, type, data): if type==c4d.MSG_DESCRIPTION_COMMAND: if data['id'][0].id==THE_BUTTON_ID: print(f"Pushed button with the ID {THE_BUTTON_ID}") return True return True
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
type (int) – The message type.
data (any) – The message data.
- Return type
bool
- Returns
Depends on the message type.
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NodeData.
GetDocument
(self, node)¶ - If you create your own BaseList elements this allows you to tell Cinema 4D how to retrieve the document.Any call to
GeListNode.GetDocument()
ends up here.Note
Standard nodes like objects, tags etc. do not need to override this function.Only if you create elements that are allocated with AllocListNode(), AllocSmallListNode() and AllocMultiNode() do need this function.- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
- Return type
- Returns
The document.
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NodeData.
IsInstanceOf
(self, node, type)¶ Called to know if the node is an instance of the given base type.
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
type (int) – The type to check.
- Return type
bool
- Returns
True if the node is an instance of the given type, otherwise False.
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NodeData.
IsDocumentRelated
(self, node)¶ Called by the Attribute Manager for correct undo handling.
New in version R18.011.
Warning
Should not be overloaded by regular plugins and should be used with extra care.If False is returned no undo is possible.- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
- Return type
bool
- Returns
True if the node is part of the document, otherwise False.
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NodeData.
GetBubbleHelp
(self, node)¶ Called to create a contextual bubble help and status bar information for the node.
New in version R18.011.
Note
When dealing with strings it is advised to use the string resources files and theGeLoadString()
function.This keeps the plugin easy to localize for any language to support and makes full use of the language features of Cinema 4D.- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
- Return type
str
- Returns
The bubble help string.
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NodeData.
GetDDescription
(self, node, description, flags)¶ Called to add parameters to the description for the node. Modify the passed description as needed and return the appropriate flags.
New in version R18.011.
Note
If only a description resource is used it is not needed to overloadGetDDescription()
.For instance, here is how
GetDDescription()
can be implemented.def GetDDescription(self, node, description, flags): # Before adding dynamic parameters, load the parameters from the description resource if not description.LoadDescription(node.GetType()): return False # Get description single ID singleID = description.GetSingleDescID() # Check if dynamic parameter with ID paramID has to be added paramID = ... if singleID is None or paramID.IsPartOf(singleID)[0]: # Add dynamic parameter if not description.SetParameter(paramID, ...): return False ... # After parameters have been loaded and added successfully, return True and DESCFLAGS_DESC_LOADED with the input flags return (True, flags | c4d.DESCFLAGS_DESC_LOADED)
See also
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
description (c4d.Description) – The node’s description to add the parameters to.
flags (int) –
The flags for the description operation:
DESCFLAGS_DESC_NONE
None.
DESCFLAGS_DESC_RESOLVEMULTIPLEDATA
Private and unused.
DESCFLAGS_DESC_LOADED
Set if elements have been added to the description, either by loading or manual addition.
DESCFLAGS_DESC_RECURSIONLOCK
Private.
DESCFLAGS_DESC_DONTLOADDEFAULT
If set, the object description will also contain the tag’s descriptions (as sub-containers).
DESCFLAGS_DESC_MAPTAGS
If specified, the object description will also contain the tag’s descriptions (as sub-containers).
DESCFLAGS_DESC_NEEDDEFAULTVALUE
Set if “Reset to Default” was called by the user.
- Return type
Union[bool, Tuple[bool, int]]
- Returns
One of these options:
bool: True if successful, otherwise False. Useful in error state to only return False.Tuple[bool, int): The status (True if successful, otherwise False) and description flags (DESCFLAGS_DESC].
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NodeData.
GetDParameter
(self, node, id, flags)¶ - Called to override the reading of description parameters. Necessary for parameters that are not simply stored in the node’s container e.g. class members.Return the parameter data and the appropriate flags if the right id is provided.
New in version R18.011.
Note
If only a description resource is used it is not needed to overload
GetDParameter()
.- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
id (c4d.DescID) – The ID of the parameter.
flags (int) –
The flags for the description operation:
DESCFLAGS_GET_NONE
None.
DESCFLAGS_GET_PARAM_GET
Parameter retrieved.
DESCFLAGS_GET_NO_GEDATADEFAULTVALUE
If set, the C++ GeData default type will not be initialized for
C4DAtom.GetParameter()
.DESCFLAGS_GET_NO_GLOBALDATA
Private.
- Return type
Union[bool, Tuple[bool, int]]
- Returns
One of these options:
bool: True if successful, otherwise False. Useful in error state to only return False.Tuple[bool, any, int): The status (True if successful, otherwise False), parameter data and description flags (DESCFLAGS_DESC].
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NodeData.
SetDParameter
(self, node, id, t_data, flags)¶ - Called to override the writing of parameters.Read the passed t_data if the right id is provided, store the data and return the appropriate flags.
New in version R18.011.
Note
If only a description resource is used it is not needed to overload
SetDParameter()
.- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
id (c4d.DescID) – The ID of the parameter.
t_data (any) – The parameter data to set.
flags (int) –
The flags for the description operation:
DESCFLAGS_SET_NONE
None.
DESCFLAGS_SET_PARAM_SET
Parameter set.
DESCFLAGS_SET_USERINTERACTION
Set when the GUI is calling
SetParameter()
. This is the only time whenSetParameter()
is allowed to use user interaction elements (e.g. open dialogs, display messages etc.).DESCFLAGS_SET_DONTCHECKMINMAX
No check is internally done if the parameter passed is within the [min/max] range of the description, to save some time.
DESCFLAGS_SET_DONTAFFECTINHERITANCE
No parameter inheritance, for render settings and post effects only.
DESCFLAGS_SET_FORCESET
Forces the set value without
GetParameter()
/Compare. Use only for calls where for sure the value was changed!DESCFLAGS_SET_DONTFREESPLINECACHE
- Private.
New in version R16.038.
DESCFLAGS_SET_INDRAG
- Gadget (e.g. Slider) in dragging mode (not finished). Only used when DESCFLAGS_SET_USERINTERACTION is set.
New in version R17.053.
- Return type
Union[bool, Tuple[bool, int]]
- Returns
One of these options:
bool: True if successful, otherwise False. Useful in error state to only return False.Tuple[bool, int]: The status (True if successful, otherwise False) and description flags (DESCFLAGS_DESC].
-
NodeData.
GetDEnabling
(self, node, id, t_data, flags, itemdesc)¶ - Called to let decide which parameters should be enabled or disabled (ghosted).This can be used both for parameters that are stored in the node’s container and for custom parameters.Just read the passed t_data if the right id was provided, and return True to enable the parameter or False to disable it depending on the value.And if the passed id element is not processed, include a call to the base class method as last return.
return NodeData.GetDEnabling(self, node, id, t_data, flags, itemdesc)
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
id (c4d.DescID) – The ID of the parameter.
t_data (any) – The current data for the parameter.
flags (int) – Not used.
itemdesc (c4d.BaseContainer) – The description, encoded to a container as described in
Description
.
- Return type
bool
- Returns
True if the parameter should be enabled, otherwise False.
Note
It is recommended to include a call to the base class method as last return.
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NodeData.
TranslateDescID
(self, node, id)¶ - Called by the Attribute Manager for every object and every description ID.Gives a NodeData plugin the opportunity to route a description ID in the description of a node to another one.For example used for tags that are embedded in an object description so that the keyframer for a tag property creates the track on the tag and not on the object.
New in version R18.011.
- Parameters
node (c4d.GeListNode) – The list node connected with this instance.
id (c4d.DescID) – The source description ID.
- Return type
Union[bool, Tuple[bool, c4d.DescID, c4d.C4DAtom]]
- Returns
One of these options:
bool: True if successful, otherwise False. Useful in error state to only return False.Tuple[bool, c4d.DescID, c4d.C4DAtom]: The status (True if successful, otherwise False), target description ID and object.
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NodeData.
Get
(self)¶ Gets the GeListNode connected with the NodeData instance.
New in version 2023.2.0.
- Returns
The list node connected with this instance
- Return type