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Copy file name to clipboardExpand all lines: scripts/02_data_algorithms/readme.md
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# Data & Algorithms
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Both the classic API and the MAXON API provide simple and complex data types, data structures and basic algorithms.
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Both the Cinema API and the MAXON API provide simple and complex data types, data structures and basic algorithms.
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It is advised to always use these data types instead of basic data types or standard library structures. Using the provided data types ensures compatibility with all supported platforms.
Copy file name to clipboardExpand all lines: scripts/03_application_development/readme.md
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## Introduction
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The classic API as well as the MAXON API provide generic application development components to handle threads, files, GUI elements etc.
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The Cinema API as well as the MAXON API provide generic application development components to handle threads, files, GUI elements etc.
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## Content
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***files_media**: *The classic API and MAXON API provide tools and classes to handle file and media data. If possible, the classes of the MAXON API should be preferred.*
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***files_media**: *The Cinema API and MAXON API provide tools and classes to handle file and media data. If possible, the classes of the MAXON API should be preferred.*
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***gui**: *The Cinema 4D GUI is based on "dialog" windows based on the GeDialog class. A plugin can create custom dialog windows for user interaction or creates new managers.*
Copy file name to clipboardExpand all lines: scripts/03_application_development/threading/readme.md
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Cinema 4D is a multi-threaded application that handles different tasks in different threads. Certain operations can only be performed from within the main thread.
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So a plugin must know its current thread context.
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Both the classic API and the MAXON API provide tools to handle threads, create custom threads to perform multi-threaded operations.
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Both the Cinema API and the MAXON API provide tools to handle threads, create custom threads to perform multi-threaded operations.
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Classic API:
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-**c4d.threading.C4DThread**: *The base class for custom classic threads in Cinema 4D. Operations can be done on multiple cores or in the background.*
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-**c4d.threading.C4DThread**: *The base class for custom Cinema API threads. Operations can be done on multiple cores or in the background.*
Provides examples for geometry types in the classic API.
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Provides examples for geometry types in the Cinema API.
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All geometry in the Cinema 4D classic API is represented as `BaseObject` instances. `BaseObject` instances can also express non-geometry entities as light objects or cameras, but they are being ignored in this context. There are two fundamental types of geometry representations in the classic API:
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All geometry in the Cinema 4D Cinema API is represented as `BaseObject` instances. `BaseObject` instances can also express non-geometry entities as light objects or cameras, but they are being ignored in this context. There are two fundamental types of geometry representations in the Cinema API:
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* Generator objects
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* Non-generator objects
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Realized are most forms of classic API geometry by the following type hierarchy (there are some outliers as for example VolumeObject which have their own type, but these are still all `BaseObject` instances):
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Realized are most forms of Cinema API geometry by the following type hierarchy (there are some outliers as for example VolumeObject which have their own type, but these are still all `BaseObject` instances):
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c4d.BaseObject
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Non-generator objects on the other hand do not have any parameters which are exposed in the Attribute Manager which would influence their geometry. The two types which follow this model are `LineObject` and `PolygonObject`, both derived from `PointObject` . `PolygonObject` represents discrete polygonal data over vertices and polygons, and `LineObject` represents discrete curve data over points and segments. The outlier from this model is the type `SplineObject` which is representing splines. It is both a `PointObject` and a generator object. Spline generator objects in the sense of parametric objects, as for example the Circle Spline object, return directly spline caches in the form of `LineObject`. But user-editable splines, `SplineObject` instances, also have a `LineObject` cache for their current interpolation settings.
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There are two types of geometry caches in the classic API. Caches for internal representations of generator objects, they are plainly referred to as *caches*, and *deform caches*; which can only be found on non-generator objects. The cache of a generator object represents the set of parameters the generator object had when the cache was built. In the case of simple generators, as for example the Cube generator object, the cache is a `PolygonObject`, representing the polygons of that generator. But generator object caches can be much more complex, where the cache of the generator is a hierarchy of objects, including other generator objects with their own caches.
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There are two types of geometry caches in the Cinema API. Caches for internal representations of generator objects, they are plainly referred to as *caches*, and *deform caches*; which can only be found on non-generator objects. The cache of a generator object represents the set of parameters the generator object had when the cache was built. In the case of simple generators, as for example the Cube generator object, the cache is a `PolygonObject`, representing the polygons of that generator. But generator object caches can be much more complex, where the cache of the generator is a hierarchy of objects, including other generator objects with their own caches.
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Deform caches can only be found on non-generator `PointObject` objects and they are generated when a deformer, e.g., the Bend object, is applied to them. These caches then represent the deformed state of the `PolygonObject` or `LineObject` and realize the non-destructive nature of deformers in Cinema 4D. Since many objects in a scene can be generator objects, deform caches are often buried deep within the cache of a generator object.
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## Examples
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| File | Description |
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| :- | :- |
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| geometry_caches_xxx.py | Explains the geometry model of the classic API in Cinema 4D. |
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| geometry_polygonobject_xxx.py | Explains the user-editable polygon object model of the classic API. |
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| geometry_splineobject_xxx.py | Explains the user-editable spline object model of the classic API. |
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| geometry_caches_xxx.py | Explains the geometry model of the Cinema API in Cinema 4D. |
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| geometry_polygonobject_xxx.py | Explains the user-editable polygon object model of the Cinema API. |
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| geometry_splineobject_xxx.py | Explains the user-editable spline object model of the Cinema API. |
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| operation_extrude_polygons_xxx.py | Demonstrates how to extend polygonal geometry at the example of extruding polygons. |
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| operation_flatten_polygons_xxx.py | Demonstrates how to deform points of a point object at the example of 'flattening' the selected polygons in a polygon object. |
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| operation_transfer_axis_xxx.py | Demonstrates how to 'transfer' the axis of a point object to another object while keeping its vertices in place. |
Copy file name to clipboardExpand all lines: scripts/04_3d_concepts/modeling/readme.md
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# Modelling
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Both the classic API and the maxon API provide types of geometry representations and modelling tools for them. The maxon API represents geometry with Scene Nodes, which are currently not yet documented in Python. Documented are here the classic API geometry representations and the modelling tools which exist for them, both in the classic and maxon API.
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Both the Cinema API and the Maxon API provide types of geometry representations and modelling tools for them. The Maxon API represents geometry with Scene Nodes, which are currently not yet documented in Python. Documented are here the Cinema API geometry representations and the modelling tools which exist for them, both in the Cinema and Maxon API.
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## geometry
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Provides examples for the fundamental geometry types `PointObject`, `SplineObject`, `PolygonObject`, `LineObject`, and `Cpolygon`, how to construct and manipulate them, as well as for the concept of caches used by them. The manipulation and construction examples provided here are of more fundamental nature. For using existing modelling tools, see the section *modelling_commands*.
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