RE: [CPP] Storing data in a compileOp
| Date : Mon, 12 Dec 2005 10:19:09 -0500 |
| To : <XSI(at)Softimage.COM> |
| From : "Helge Mathee" <Helge_Mathee(at)Softimage.COM> |
| Subject : RE: [CPP] Storing data in a compileOp |
use a cstringarray and push the fullname into it everytime
you add an operator.
corresponding to this array there should be an array of
structs to store your
custom data.
so when you want to look up the data just loop through the
stringarray and
compare the fullname to the value in the array. the index
of the matching string
is the index of the structure of the
op.
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Alan Jones
Sent: Monday, December 12, 2005 10:16 AM
To: XSI(at)Softimage.COM
Subject: Re: [CPP] Storing data in a compileOp
Could you elaborate on the data structure mapping? :-)
Thanks,
Alan.
On 12/12/05, Andrew
Skowronski <
askowron(at)softimage.com> wrote:
You have some flexibility in C++ to share data between your commands and operators, providing you are careful aboutthe possibility of there being multiple instances of a particular operator and understanding their life time (Init/Term and Load/Save into Scene files)For example you could have a data structure that maps from the full name of the operator to its data, so that both commands and operatorscan look up the data associated with an operator.It could also be possible to use events to store some additional information into the scene (e.g. in a user data blob) so that the operatordoesn't need to directly read and write a user data blob but that the data is persisted.Hope this helps,-Andrew-----Original Message-----hehe just realised after my last long reply I still forgot why. It's not a real necessity - it's just so that if I wanted to reposition the constrained object I could do it without removing and recreating the constraint. Though I'm not too concerned as with the current plan it'll be pretty quick to remove and reapply anyway.
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of Alan Jones
Posted At: Monday, December 12, 2005 10:00 AM
Posted To: xsi
Conversation: [CPP] Storing data in a compileOp
Subject: Re: [CPP] Storing data in a compileOp
Cheers,
Alan.
On 12/12/05, Guy Rabiller <guy(at)alamaison.fr> wrote:
> Now you sound like Luc-Eric :-)
Oo! Please, tell me you are kidding! :p
> ../.. Operator to operator connection comes to mind ../..
When I'm asking Alan why he would do that, it's not for me to imply he
must not, but just to understand the 'design' of his tool - or his
approach - because most of the time there is a better way than to start
hacking dll or create odd pipes. ;-)
--
guy rabiller | 3d technical director (at) LaMaison
Felix Gebhardt a écrit :
>
> Now you sound like Luc-Eric :-)
>
> Operator to operator connection comes to mind. The fact that one can't
> store data with the operator instance to be conveniently grabbed from
> somewhere else is a major bummer. See Syflex implementation for an
> example of how much hassle is involved.
>
> Not that I'm greedy and would ask for persistent operator data that is
> automatically stored with the scene, just a little pointer storage
> space would do.
>
> F.
>
> Guy Rabiller schrieb:
>
>> I meant why would you want to call the function from outside of your
>> Class/Operator ?
>>
>>
> ---
> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
> body:
> unsubscribe xsi
>
>
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi
- Follow-Ups:
- Re: [CPP] Storing data in a compileOp
- From: Alan Jones <skyphyr(at)gmail.com>
- Re: [CPP] Storing data in a compileOp
| DATE: | << | >> | THREAD: | << | >> | INDEX: | Main | Thread |
|---|
- Previous by Date: RE: OT: C4D Hair Module...
- Next by Date: RE: OT: C4D Hair Module...
- Previous by Thread: RE: OT: C4D Hair Module...
- Next by Thread: RE: OT: C4D Hair Module...
- Index(es):
| Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available. |