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On 30/08/2011 at 06:34, xxxxxxxx wrote:
Cinema 4D Version: 12
Platform: Windows ;
Language(s) : C++ ;
I'm trying to use the modeling library to do the following: for an existing Ngon, I want to insert an existing vertex along one of the boundary edges of the Ngon.
I have been looking at the SplitEdge command, but that results in a new vertex. I would like to do the same thing, but with an already existing vertex.
Any suggestions on how to do this?
The option I'm looking at right now is to use the GetNgon/SetNgon functions to replace the old Ngon with a new one, that includes the new vertex. So far, however, I haven't been able to figure out how the Ngon class works internally - the SDK docs don't seem to say much about the precise meaning of the "points" and "segments" arrays. Any hints on this are much appreciated!
On 30/08/2011 at 21:37, xxxxxxxx wrote:
OK, I did some reverse engineering.
It seems that "points" contains the indices of the boundary vertices of the Ngon.
"Segments" defines holes within this Ngon. For example:
-If the Ngon has no holes, the segcount=1, and segments==count.
-If count==9, and segments==[4,5] then the first 4 points in the "points" array defines the outer boundary, and the remaining 5 points define a hole within the Ngon.
Can anyone confirm this?
On 30/08/2011 at 21:54, xxxxxxxx wrote:
There is a very thorough set of posts here on ngons. Search is your friend (though the search here isn't great - use Advanced Search option always).
On 31/08/2011 at 00:19, xxxxxxxx wrote:
I did a search prior to posting, and was surprised about the lack of posts on this subject. Turns out I only searched for posts in the last 6 months. Doh.