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    Creating Ngon in empty polygon object

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    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 13/02/2008 at 10:03, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.6-10.5 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hi,

      I would like to create an Ngon within an empty polygon object. I have the outer edges (so the outline of the ngon) and also holes in the same ngon, however stored in my own data structure.

      Afai understood I can use BuildNgon to build an Ngon by passing an outer edges list including holes. And that the last edge of each segment should have the PGONEDGE_ENDSEGMENT set. So segment 1 would be the outline, segment 2 would be hole 1, segment 3 = hole 2 etc.

      Is that right so far?

      Now my problem is in understanding what the "edges" structure really is. I think I don´t understand it yet. When I have an empty polygon object, what edge indices should I fill the array with as there are no edges in the poly object yet? Don´t quite understand how this should work. 😕

      I am thankful for information on this.
      Thanks!
      Best

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      • H
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 13/02/2008 at 12:38, xxxxxxxx wrote:

        You can't do it for an empty polygon object, the object must already have the vertices and polygons. The Ngon edges are just the edges of the polygons that define the edge of the ngon itself. If you want to do it just from vertices without the triangulation yourself (i.e. having polygons already) then you could use the modeling library.

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        • H
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 14/02/2008 at 04:37, xxxxxxxx wrote:

          thanks David. unfortunately the modeling library is performance-wise too slow for my purposes. Am in a generator. Anyway thanks, must create good ol tris and quads then. 🙂

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