If you
would expect a large number of operator instances then you could use a
stl map.
-Andrew
-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM]On Behalf Of Alan Jones
Posted
At: Monday, December 12, 2005 11:37 AM
Posted To:
xsi
Conversation: [CPP] Storing data in a
compileOp
Subject: Re: [CPP] Storing data in a
compileOp
ahhh... ok - thanks Helge. Seems particularly
inefficient for a large number of lookups. Guess a userdatablob for each
object will be the way to go.
Cheers,
Alan.
On 12/12/05, Helge
Mathee <Helge_Mathee(at)softimage.com> wrote:
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.
Hi Andrew,
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 about
the 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 operators
can 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 operator
doesn't need to directly
read and write a user data blob but that the data is
persisted.
Hope this
helps,
-Andrew
-----Original
Message-----
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
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.
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
?
>>
>>
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