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On 28/08/2006 at 14:29, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.2+
Platform: Windows ;
Language(s) : C++ ;
---------
Some questions/observations regarding GetUVPointSel()...
1. It appears that the BaseSelect returned by GetUVPointSel() (sometimes?) includes references to uv points that are within polygons that are currently 'hidden' in the editor... I have added code to remove those from the Polygon Selection that I make up, but I'm wondering why (or under which circumstances) these are included?
2. the definition of the TempUVHandle is in ...\_api\c4d_painter.h :
struct TempUVHandle
{
private:
TempUVHandle();
~TempUVHandle();
public:
// not allowed to change
LONG GetMode();
Vector* GetPoint();
Polygon* GetPoly();
BaseSelect* GetPolySel();
BaseSelect* GetUVPointSel(); // 4*polycnt!!! 0..3 = a,b,c,d
LONG GetPointCount();
LONG GetPolyCount();
BaseObject* GetBaseObject();
Bool IsEditable();
// allowed to change
UVWStruct* GetUVW();
Bool SetUVW(UVWStruct* uv);
};
...as you see above, the GetUVPointSel() call is within the "not allowed to change" section and in fact, I've tried changing that selection and nothing happens. When dealing with Polygons, I can just change the selection returned by op->GetPolygonS() and the changes are reflected within BodyPaint, but changing the selection returned by op->GetPointS() does not sync up the current uv point selection within BodyPaint - anywhere there's a seam-split (where one model vertex gets mapped to two or more uv vertices), it's just luck of the draw as to which one of those uv points gets selected.
Is there some way for me to adjust the current UV point selection within BodyPaint?
Thanks,
Keith