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    GetEdgeCount() Bug?

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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 06/02/2012 at 10:51, xxxxxxxx wrote:

      Originally posted by xxxxxxxx

      And to select edges it works as expected calling PolygonObject.SetSelectedEdges().

      Thanks for the help Yannick.
      But I still can't select all edges of a polygon object using that information.
      Example:

      import c4d  
      from c4d import gui,utils  
        
      def main() :  
        
        obj = doc.GetActiveObject()       #A cube object  
        nbr = utils.Neighbor()            #Assigns neighbor to a variable  
        nbr.Init(obj)                     #Instantiates the neighbor class using the "obj"  
        edgecount = nbr.GetEdgeCount()    #Get all the edges in the entire polygon object  
        
        for i in xrange(op.GetPolygonCount()) :  
            pli = nbr.GetPolyInfo(i)  
            print pli  
        
        mylist = [1 for x in range(edgecount)] #Set all edges to True  
        
        obj.SetSelectedEdges(nbr,mylist,c4d.EDGESELECTIONTYPE_SELECTION)#<--Error:c4d.PolygonObject has no attribute 'SetSelectedEdges'  
        
      if __name__=='__main__':  
        main()
      

      Any chance of seeing a proper working example of this?

      Thanks,
      -ScottA

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 06/02/2012 at 11:18, xxxxxxxx wrote:

        Ah... you may be using a pre-R13 version. SetSelectedEdges() was added to the Python SDK in version R13.

        Here's how to do without SetSelectedEdges() :

        import c4d
        from c4d import utils
          
        def main() :
            nbr = utils.Neighbor()
            nbr.Init(op)
            indices = [1 for i in range(nbr.GetEdgeCount()*2)]
            edges = c4d.BaseSelect()
            edges.SetAll(indices)
          
            edges.CopyTo(op.GetEdgeS())
            c4d.EventAdd()
          
        if __name__=='__main__':
            main()
        

        SetSelectedEdges() works with unique edges but GetEdgeS() not. I just reversed engineered GetEdgeS() getting the current selection and it's 24 edges when we select all the edges. In R13 with GetSelectedEdges() it's 12 edges. So it's more or less what you tried before 🙂 except the edges array is built with selection states values.

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 06/02/2012 at 12:11, xxxxxxxx wrote:

          Lol.
          Isn't it fun trying to troubleshoot these functions when they get updated so often from version to version?😉
          That code you posted brings me back to my original problem.
          *2 works for a cube. But it does not select all edges on a sphere for example.
          I've even tried multiplying nbr.GetEdgeCount() * 3.02 and that still doesn't work in all cases.
          But lets forget about R12 at this point. And call it not supported. And just focus on R13 from now on...OK?
          No sense trying to get the older version to work at this point.

          Can you please post a code example that selects all edges in an object for R13 using the "op.SetSelectedEdges" function?
          But before you post it. Please try it out on both a cube and a sphere.
          I'm still getting the same results in R13 as r12. And I want to see if you get the same results.

          Thanks,
          -ScottA

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 06/02/2012 at 12:27, xxxxxxxx wrote:

            Originally posted by xxxxxxxx

            Can you please post a code example that selects all edges in an object for R13 using the "op.SetSelectedEdges" function?
            But before you post it. Please try it out on both a cube and a sphere.
            I'm still getting the same results in R13 as r12. And I want to see if you get the same results.

            Here's the working code for any polygon object in R13 using SetSelectedEdges() :

            import c4d
            from c4d import utils
              
            def main() :
                nbr = utils.Neighbor()
                nbr.Init(op)           # Initialize neighbor with a polygon object
                
                selection = [1 for i in range(nbr.GetEdgeCount())] # Select all the edges = set them to 1
                edges = c4d.BaseSelect()
                edges.SetAll(selection)                            # Set the edges selection with the selection list
              
                op.SetSelectedEdges(nbr, edges, c4d.EDGESELECTIONTYPE_SELECTION) # Select edges from our edges selection
                c4d.EventAdd() # Update CINEMA
              
            if __name__=='__main__':
                main()
            
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            • H Offline
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 06/02/2012 at 12:34, xxxxxxxx wrote:

              Excellent.
              I think I've got it all sorted out now.

              Thanks a lot for sticking with me on this one.🍺

              -ScottA

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              • H Offline
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 06/02/2012 at 12:53, xxxxxxxx wrote:

                If you want to select all edges you should be able to use

                  
                edges.SelectAll(edgecount)   
                obj.SetSelectedEdges(nibr,edges,c4d.EDGESELECTIONTYPE_SELECTION)   
                
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                • H Offline
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 06/02/2012 at 13:16, xxxxxxxx wrote:

                  Yeah. That's true Lennart.

                  I'm using arrays in my examples because it gives me a way to iterate through my selections.
                  AFAIK. BaseSelection is not iterable. That's why I'm using arrays(lists) in my code.

                  Probably a good idea that you pointed that out for the sake of others new to this subject that don't need or want that extra iteration ability.

                  -ScottA

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                  • H Offline
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 06/02/2012 at 15:17, xxxxxxxx wrote:

                    You could iterate using enumerate and get a list:

                      
                    # Get Set Edges Test R13   
                    import c4d   
                    from c4d import utils as u   
                      
                    def main() :   
                        obj = doc.GetActiveObject()   
                        if obj is None or not obj.CheckType(c4d.Opolygon) :   
                            return True   
                        n   = u.Neighbor()   
                        n.Init(obj)   
                        edgecount = n.GetEdgeCount()   
                        print edgecount   
                        edges = obj.GetSelectedEdges(n, c4d.EDGESELECTIONTYPE_SELECTION)   
                        elist = []   
                        for i, sel in enumerate(edges.GetAll(edgecount)) :   
                            if sel: elist.append(1)   
                            else:   elist.append(0)   
                        print elist   
                        edges.SetAll(elist)   
                        obj.SetSelectedEdges(n, edges, c4d.EDGESELECTIONTYPE_SELECTION)   
                        c4d.EventAdd()   
                      
                    if __name__=='__main__':   
                        main()   
                    
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                    • H Offline
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 06/02/2012 at 17:59, xxxxxxxx wrote:

                      Yeah I know. That's what I've been doing in R12.
                      Although lately I've been using a different method where I iterate from inside of the the lists themselves.
                      Same difference.😉

                      I got hung up on trying to select all edges. GetEdgeCount() didn't work as I expected it to work.
                      I'm good to go now. Except that now I'm forced to use R13. 😠

                      I'm still thinking that this should be possible to do in R12 though.
                      Since we can iterate selections using lists. I would think that we should be able to step through the polygons and get & set every edge that way. But I couldn't make it work.
                      It might  require getting each polygon point(A,B,C,D).
                      Then using that to find all the edges. And putting that into a list.
                      Then using that list to select the edges.

                      That's kind of advanced stuff for me right now. I'm still not very good with polygons & edges.

                      -ScottA

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                      • H Offline
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 07/02/2012 at 01:28, xxxxxxxx wrote:

                        Originally posted by xxxxxxxx

                        I got hung up on trying to select all edges. GetEdgeCount() didn't work as I expected it to work.
                        I'm good to go now. Except that now I'm forced to use R13. 
                        I'm still thinking that this should be possible to do in R12 though.

                        Here's the code for R12:

                        import c4d
                        from c4d import utils
                          
                        def main() :  
                            numEdges = op.GetPolygonCount()*4
                            
                            edges = c4d.BaseSelect()
                            edges.SelectAll(numEdges-1)
                          
                            edges.CopyTo(op.GetEdgeS())
                            c4d.EventAdd()
                          
                          
                        if __name__=='__main__':
                            main()
                        

                        As you can see, the number of edges is the number of polygons multiplied by 4 (4 edges per polygon). GetEdgeS() doesn't work with shared edges, Neighbor and the methods using it (GetSelectedEdges(), SetSelectedEdges()) do.
                        I select all the edges to numEdges-1 and not to numEdges because I found an issue with SelectAll(). The number of selected elements is number+1 the number you pass to the method.

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                        • H Offline
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 07/02/2012 at 08:01, xxxxxxxx wrote:

                          Thanks for that Yannick.
                          But I should have mentioned that I needed to be able to select all edges using a list. I'll see if I can use this in my project using lists.

                          This is all based on a bigger project I'm working on. Where I'm trying to select just one side of the outer edges of "shells" (also known as "islands" ) inside of a polygon. And convert them to splines.
                          Maya has tools and functions for working with polygon and UV shells and I'm trying to build my own in C4D.
                          Currently the only way I can do this is to use the ExplodeSegments command. Then select the desired edges on each generated polygon object.
                          This works ok. (I posted the script on CGTalk) But the problem is I have to generate thousands of objects this way(Ouch!). Just to generate those splines. And that's both very slow and very resource hungry. And frankly a bit of a hack.

                          So now I'm trying to use lists to try and cut these shells inside the polygon into groups so I can work with them as if they were individual objects. Sort of like using lists in place of a selection tags.
                          I need to be able to select all edges...But not just simply all edges. All edges per each shell... And not just all edges..But only the edges on one side of all these shells.
                          It's a rather complex problem.

                          I posted about it in another thread in the C++ forum.
                          The source code in the ExplodeSegments command might help me learn how to split up a polygon into groups. I don't even know if my approach is a good one.

                          This is what I've come up with so far.
                          It's almost there(it currently only selects the first shell's edges). But then I ran into selection problems:

                          import c4d  
                          from c4d import utils  
                            
                          def main() :  
                            
                          ################## Put polygon shells into an array #####################################  
                            c4d.CallCommand(12187)  #Polygons Mode  
                            c4d.CallCommand(13324)  #Deselect All polygons--Start from no polygons selected  
                            lastsel = 0  
                            
                            obj = doc.GetActiveObject()     
                            polycount = obj.GetPolygonCount()  
                            selected = obj.GetPolygonS()       #The selected polygons  
                            selected.Select(0)                 #Select the first polygon  
                            c4d.CallCommand(12557)             #Select Connected polygons  
                            selectedcount = selected.GetCount()#How many polygons per shell  
                            polygons = c4d.BaseSelect()  
                            polysPerShell = 0                  #The number of polygons per shell  
                            
                            polygonlist = []    #The list of shell arrays(contains the individual lists for each shell)   
                            
                            for i in xrange(polycount/selectedcount) :  
                                #print "shells:" ,i  
                                newpolygonlist = []              #This list will be used to hold the selected polygons  
                                for i in xrange(polycount) :      #Loop amount = total number of polygons  
                                    if selected.IsSelected(i) :   #Look for selected polygons  
                                         polysPerShell = polysPerShell +1  #The number of polygons per shell                 
                                         newpolygonlist.append(i)#Fill the list with the selected polygons  
                                         lastsel = i             #This is the last selected polygon's Id#  
                                  
                                polygonlist.append(newpolygonlist)  
                                c4d.StatusSetSpin()              #Show the spinning staus bar  
                                c4d.CallCommand(13324)           #Deselect All polygons  
                                selected.Select(lastsel+1)       #Select the first polygon in the next shell   
                                c4d.CallCommand(12557)           #Select Connected polygons  
                          ################### Done with loop #################################################  
                               
                            pnts = obj.GetAllPoints()  
                            edges = c4d.BaseSelect()  
                            pntcount = obj.GetPointCount()  
                            nibr = utils.Neighbor()          #Assigns neighbor to a variable  
                            nibr.Init(obj)                   #Instantiates the neighbor class  
                            edgecount = nibr.GetEdgeCount()  #Get all the edges in the entire polygon object  
                            #print "total edges:", + edgecount     
                            #print polysPerShell               
                             
                            shellpolylist = []  
                            
                            for i in xrange(len(polygonlist)) : #This gives the number of shells  
                                shells = i                         
                                #print shells  
                                for shells in polygonlist:     #For each shell of polygons in the "polygonlist" array  
                                    #print shells  
                                     for j in xrange(0,polysPerShell) : #For each shell element  
                                         #print j                  
                                         selected.Select(j)            #Select each element(polygon)                   
                                         shellpolylist.append(j)       #Add each polygon to the list  
                            
                                edges.Select(shellpolylist[1])  
                                edges.Select(shellpolylist[5])  
                                edges.Select(shellpolylist[9])  
                            #print shellpolylist  
                            edges.CopyTo(obj.GetEdgeS())  
                            
                            #Convert selected objects to splines  
                            utils.SendModelingCommand(c4d.MCOMMAND_EDGE_TO_SPLINE, list = [obj], mode = c4d.MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc)  
                            
                            c4d.CallCommand(16351)            #Edges    
                            c4d.StatusClear()                 #Remove the spinning bar..We're done  
                            #print edgelist  
                            c4d.EventAdd()      
                            
                          if __name__=='__main__':  
                            main()
                          

                          I'm not sure if I'm on the right track or not.
                          I'm in a little bit over my head. And just looking for advice on doing this.
                          Not really a support issue. Just wanted to let you see what I was trying to do in the bigger picture.

                          -ScottA

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