> ../.. scanning recursively ../..
> ../.. any ideas on a nice way to do it?
Use the FindObjects Command with the FXTree Class IS ?
( wich is {3F7F4AFE-BC8B-4B98-9A16-771119EC3CD9} )
--
guy rabiller | 3d technical director (at) LaMaison
Alan Jones a écrit :
>> Just iterate through the CRefArray and check each members for siFxTreeID
>> ClassID..
> ahhh - I'd looked at that, but thought it might have efficiency
> issues. Hmmm actually that just made me realise - it's only giving the
> objects directly under the scene root. FXTrees could be anywhere in
> the hierarchy - scanning recursively through the entire scene sounds
> bad....
> any ideas on a nice way to do it?
>
> I gather I'll still need to use the CComAPIHandler to deal with the
> FXTree nodes once I've got them?
>
> Cheers,
>
> Alan.
>
>>
>> --
>> guy rabiller | 3d technical director (at) LaMaison
>>
>>
>>
>> Alan Jones a écrit :
>> > Yeah, but I'll already have the CRefArray from the C++ API and the
>> > CRefArray is what I want to run the filter on, but because there's no
>> > type in the C++ API I need to run the filter through the
>> > CComAPIHandler.
>> >
>> > Or do I have to start a level up at the GetActiveSceneRoot and use
>> > that in the CComAPIHandler to get the properties and then use the
>> > object returned by the CComAPIHandler to run the filter?
>> >
>> > Cheers,
>> >
>> > Alan.
>> >
>> > On 9/5/06, Guy Rabiller <guy(at)alamaison.fr> wrote:
>> >>
>> >> If you query for properties you should recieve a CRefArray directly.
>> >>
>> >> As the siFxTreeID is exposed you should get a valid CRef but only
>> usable
>> >> through the CComAPIHandler.
>> >>
>> >> --
>> >> guy rabiller | 3d technical director (at) LaMaison
>> >>
>> >>
>> >> Alan Jones a écrit :
>> >> > Hi Guy,
>> >> >
>> >> > Thanks for the pointer - reading through the docs (aside from
>> having
>> >> > trouble holding down my lunch while looking at this elephant man
>> code)
>> >> > am I to read that to implement this
>> >> > var oFxTrees = ActiveSceneRoot.Properties.Filter("FxTree")
>> >> >
>> >> > I need to get a CRef of the CRefArray return by
>> >> > Application().GetActiveSceneRoot().GetProperties()
>> >> > (can I even get a CRef to a CRefArray?)
>> >> > I'll then need to take that and use the call
>> >> > function from the CComAPIHandler class to run the filter method
>> with
>> >> > the argument FxTree?
>> >> >
>> >> > Cheers,
>> >> >
>> >> > Alan.
>> >> >
>> >> > On 9/5/06, Guy Rabiller <guy(at)alamaison.fr> wrote:
>> >> >>
>> >> >> Hey Alan,
>> >> >>
>> >> >> as usual with missing classes from the Cpp SDK, you have to use
>> the
>> >> >> CComAPIHandler Class.
>> >> >>
>> >> >> With it then you can access every properties and methods
>> described in
>> >> >> the scripting documentation.
>> >> >>
>> >> >> --
>> >> >> guy rabiller | 3d technical director (at) LaMaison
>> >> >>
>> >> >>
>> >> >> Alan Jones a écrit :
>> >> >> > Thanks to Guillaume for a bit of jscript to kick it off. I'm
>> >> trying to
>> >> >> > translate it over to C++ at the moment and it's showing some
>> >> problems.
>> >> >> > First one I've hit is trying to use CRefArray's Filter
>> command - I
>> >> >> > can't find a mention of a type for FXTree nodes anywhere in the
>> >> docs.
>> >> >> >> From what I've seen there is no siFXTree - anyone know if
>> there is
>> >> >> any
>> >> >> > support for FXTrees in C++?
>> >> >> >
>> >> >> > The wiki says the page has tips for C++ and scripting on the
>> FXTree
>> >> >> > page, but I've only seen scripting examples there.
>> >> >> >
>> >> >> > Cheers,
>> >> >> >
>> >> >> > Alan.
>> >> >> >
>> >> >> > On 9/5/06, Alan Jones <skyphyr(at)gmail.com> wrote:
>> >> >> >> Hi All,
>> >> >> >>
>> >> >> >> Just wanting to check I haven't missed anything obvious, but I
>> >> >> >> couldn't find anything more than an siClassID for dealing with
>> >> >> FXTrees
>> >> >> >> in C++.
>> >> >> >>
>> >> >> >> How do the three other C++ XSI coders out there deal with
>> FXTrees?
>> >> >> >>
>> >> >> >> Cheers,
>> >> >> >>
>> >> >> >> Alan.
>> >> >> >>
>> >> >> > ---
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