<NodeBufferAlgorithms> Data Interface

Provides script language access to C++ objects of this type.

Class HierarchyNo registered superclass.

Function Members

Function members are as follows:

Return Type Function Name Documentation
int32AllocateTypeAllocates <Node> objects of the specified type and transfers ownership of the <Node> objects to the <NodeBuffer>.
int32AllocateTypesAllocates <Node> objects of the specified types and transfers ownership of the <Node> objects to the <NodeBuffer>.
int32AmplifyAmplifies the contents of the <NodeBuffer> by cloning the <Node> objects. For example, given a <NodeBuffer> storing pointers to a <Program>, <Material>, and <Mesh>, and given an amplification request of 3, the <NodeBuffer> contents after function execution will be <Program>, <Material>, <Mesh>, <Program>, <Material>, <Mesh>, <Program>, <Material>, <Mesh>.
int32ComplementPopulates a <NodeBuffer> with the complement (difference) of two sets.
int32DifferencePopulates a <NodeBuffer> with the difference of two sets.
int32EditIfOpens editing actions for all matching <Node> objects in the <NodeBuffer> that qualify to be edited. Once editing actions are opened, Scenome Scripting Language can change the <Node> and the change is entered into the undo history. Note that you cannot edit <Node> objects that have not been added to a document, and that includes <Node> objects added to the document in the current action. <Node> objects must have been added to the document by a previous action such as a macro to qualify for editing. Finally, the <NodeBuffer> cannot have ownership over any <Node> you wish to edit.
int32EditIfAnyOpens editing actions for all matching <Node> objects in the <NodeBuffer> that qualify to be edited. Once editing actions are opened, Scenome Scripting Language can change the <Node> and the change is entered into the undo history. Note that you cannot edit <Node> objects that have not been added to a document, and that includes <Node> objects added to the document in the current action. <Node> objects must have been added to the document by a previous action such as a macro to qualify for editing. Finally, the <NodeBuffer> cannot have ownership over any <Node> you wish to edit.
int32EditIfDerivedOpens editing actions for all matching <Node> objects in the <NodeBuffer> that qualify to be edited. Once editing actions are opened, Scenome Scripting Language can change the <Node> and the change is entered into the undo history. Note that you cannot edit <Node> objects that have not been added to a document, and that includes <Node> objects added to the document in the current action. <Node> objects must have been added to the document by a previous action such as a macro to qualify for editing.
int32EditNodesOpens editing actions for all <Node> objects in the <NodeBuffer> that qualify to be edited. Once editing actions are opened, Scenome Scripting Language can change the <Node> and the change is entered into the undo history. Note that you cannot edit <Node> objects that have not been added to a document, and that includes <Node> objects added to the document in the current action. <Node> objects must have been added to the document by a previous action such as a macro to qualify for editing.
int32IntersectionPopulates a <NodeBuffer> with the complement of two sets.
int32UnionPopulates a <NodeBuffer> with the union of two sets.