Manual subdivision
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/09/2011 at 13:03, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 13
Platform: Windows ;
Language(s) : C++ ;---------
Hey everyone,, I am trying to subdivide a single polygon manually using the modeling class..Here's the code I am working with so far
for(int i = 0; i < polyCount; i++) { LONG a, b, c, d; LONG na, nb, nc, nd; a = polys[i].a; b = polys[i].b; c = polys[i].c; d = polys[i].d; ctr = points[a] + points[b] + points[c] + points[d] / 4; na = mod->SplitEdge(polyObj, a, b, .5); nb = mod->SplitEdge(polyObj, b, c, .5); nc = mod->SplitEdge(polyObj, c, d, .5); nd = mod->SplitEdge(polyObj, d, a, .5); LONG pg1 = mod->SplitPolygon(polyObj, i, na, nc); }
When I run this code, I do not get a split in the polygon. Does anyone see a reason why?
I have used the Modeling Class in the past but can't seem to figure out why it is not working here.. Any thoughts?
Thanks,
Shawn
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/09/2011 at 15:38, xxxxxxxx wrote:
Howdy,
Well, did you make the call to Modeling::Commit() after the loop?
Adios,
Cactus Dan -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/09/2011 at 15:57, xxxxxxxx wrote:
Hey Dan,
I ended up going a slightly different route.
AutoAlloc<Modeling> mod; if (!mod || !mod->InitObject(polyObj)) return FALSE; for(int i = 0; i < polyCount; i++) { LONG a, b, c, d; LONG n1, n2, n3, n4, n5; a = polys[i].a; b = polys[i].b; c = polys[i].c; d = polys[i].d; ctr = (points[a] + points[b] + points[c] + points[d]) / 4; top = (points[a] + points[b]) / 2; right = (points[b] + points[c]) / 2; bottom = (points[c] + points[d]) / 2; left = (points[d] + points[a]) / 2; mod->DeleteNgon(polyObj,i, FALSE); n1 = mod->AddPoint(polyObj, ctr); n2 = mod->AddPoint(polyObj, top); n3 = mod->AddPoint(polyObj, right); n4 = mod->AddPoint(polyObj, bottom); n5 = mod->AddPoint(polyObj, left); LONG na1[4] = {a, n2, n1, n5}; LONG na2[4] = {n2, b, n3, n1}; LONG na3[4] = {n1, n5, d, n4}; LONG na4[4] = {n3, n1,n4, c}; mod->CreateNgon(polyObj, na1, 4, MODELING_SETNGON_FLAG_FIXEDQUADS); mod->CreateNgon(polyObj, na2, 4, MODELING_SETNGON_FLAG_FIXEDQUADS); mod->CreateNgon(polyObj, na3, 4, MODELING_SETNGON_FLAG_FIXEDQUADS); mod->CreateNgon(polyObj, na4, 4, MODELING_SETNGON_FLAG_FIXEDQUADS); } if(!mod->Commit(polyObj, MODELING_COMMIT_REFRESH, NULL)) return NULL;
Now the only problem is that I want to be able to loop through this code any given number of times but every time on the second run of the loop, it crashes..
is it possible to run init and commit multiple times in a loop?
Thanks,
Shawn
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/09/2011 at 16:03, xxxxxxxx wrote:
Howdy,
No, I think you have to init and commit only once outside the loop.
Have you looked at the edge cut example from the cinema4dsdk project?
Adios,
Cactus Dan -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/09/2011 at 16:13, xxxxxxxx wrote:
Hey Dan .. Yes I have looked at the edge cut tool. I will keep playing around to see if I can get the result I am looking for. I think part of the problem is that I am declaring the PolygonObject in this function so it is continuously starting over with a certain number of polygons.
Thanks,
Shawn