Selecting an Ngon
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/11/2006 at 13:21, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9.6
Platform: Windows ; Mac ;
Language(s) : C++ ;---------
Hi,
Just a simple question, how do I select an ngon?
I imagined it would be thisLONG ngon_index=0; // the first ngon LONG polycount = op->GetPolygonCount(); BaseSelect *select = op->GetPolygonS(); select->Select(ngon_index+polycount); [CODE] but this doesnt seem to select anything in C4D Thanks
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/11/2006 at 18:52, xxxxxxxx wrote:
To see the code's effect in workspace ...
I useEventAdd(EVENT_FORCEREDRAW);
Best regards ...
Zaw Min Tun -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 22/11/2006 at 06:30, xxxxxxxx wrote:
Here is a code sample for a command plugin that selects all ngons:
Bool MenuTest::Execute(BaseDocument *doc) { BaseObject *op = doc->GetActiveObject(); if(!op) return TRUE; if (op->GetType()==Opolygon) { PolygonObject *polyobj = ToPoly(op); BaseSelect *sel = polyobj->GetPolygonS(); LONG ngoncount, *polymap = NULL; LONG **ngons = NULL; if(!polyobj->GetPolygonTranslationMap(ngoncount, polymap)) { GeFree(polymap); return FALSE; } if(!polyobj->GetNGonTranslationMap(ngoncount, polymap, ngons)) { GeFree(polymap); GeFree(ngons); return FALSE; } LONG ngoncnt = polyobj->GetNgonCount(); LONG x; for(x=0; x<ngoncnt; i++) { LONG y; for(y=1; j<=ngons[x][0]; j++) { GePrint(LongToString(ngons[x][y])); sel->Select(ngons[x][y]); } } EventAdd(); GeFree(ngons); GeFree(polymap); } return TRUE; } [CODE] Basically you select the polygons within the ngons. You can get the polygon indices through GetPolygonTranslationMap and GetNgonTranslationMap. hope this helps cheers, Matthias
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 22/11/2006 at 11:58, xxxxxxxx wrote:
Thank you Matthias,
A couple of typos but it works great