Fast way to get polygon index per vertex [SOLVED]
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On 05/03/2015 at 12:22, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 14,15,16
Platform: Windows ;
Language(s) : C++ ;---------
Hi,I am using this code to get the polygon index that every vertex belongs to, but it's very slow.
Is there a faster way to do it?const CPolygon *pPolys = pobj->GetPolygonR(); for (int i = 0; i<pointCnt; i++) { for (int j=0; j<polyCnt; j++) { if (pPolys[j].a == i) myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices } }
Since I am manually going over every vertex and from it check every polygon, the operation is very slow. I am hoping someone can give a faster alternative.
Thanks
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On 05/03/2015 at 12:45, xxxxxxxx wrote:
not sure, but a little better version:
const CPolygon *pPolys = pobj->GetPolygonR(); for (int i = 0; i<pointCnt; i++) { for (int j=0; j<polyCnt; j++) { if (pPolys[j].a == i) { myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices break; } else if (pPolys[j].b == i) { myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices break; } else if (pPolys[j].c == i) { myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices break; } else if (pPolys[j].d == i) { myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices break; } } }
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On 05/03/2015 at 12:55, xxxxxxxx wrote:
and I think this version will be much better:
const CPolygon *pPolys = pobj->GetPolygonR(); //for(int i = 0; i<myIndexArray.size();++i) //{ // myIndexArray _= -1;_ _//}_ _ _ _for(int j = 0; j <polyCnt; ++j)_ _{_ _ myIndexArray[pPolys[j].a] = j;_ _ myIndexArray[pPolys[j].b] = j;_ _ myIndexArray[pPolys[j].c] = j;_ _ myIndexArray[pPolys[j].d] = j;_ _}_ _
edit: the point can have many polygons, so depends on your needs you can modify it to get all polygons "not only last poly index"_
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On 05/03/2015 at 13:18, xxxxxxxx wrote:
Thanks a lot Mohamed. I ended up using your first suggestion. Using BREAK was the key to make the operation go faster.