NodeData::CopyTo() Manual
NodeData based classic plugin classes can implement NodeData::CopyTo() . This is usually only needed if internal data is not stored in the element's BaseContainer . If implemented, this function is called when Cinema 4D copies the element. Implementing this function is also needed to correctly support the undo system.
NodeData::CopyTo() corresponds to C4DAtom::CopyTo() .
NodeData::CopyTo() is called when Cinema 4D copies the element. This can happen for various reasons and multiple times.
Bool CopyTo( NodeData * dest, GeListNode * snode, GeListNode * dnode, COPYFLAGS flags, AliasTrans * trn) { ExampleGenerator* const destObject = static_cast< ExampleGenerator* > (dest); if (destObject == nullptr ) return false ;// copy internal data if (_branchHead) { GeListHead * destBranchHead = destObject->_branchHead; _branchHead->CopyTo(destBranchHead, flags, trn); }
The arguments of the function are:
The copy-flags are: