force triangles of RayPolygon

On 04/01/2015 at 00:25, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   13+ 
Platform:   Windows  ;   
Language(s) :     C++  ;

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I need to process a RayObject RayPolygon* in 1 go, so I need to make sure that it contains only triangles!! , quads are BAD and undesirable, how to do this?

the problem is in 2 things:
1- quad can be split into 2 ways....
2- it makes the whole process much slower due to check polygon by polygon for its c,d points "to detect if it is a triangle or not" .

the plugin is a VideoPost plugin, the data is for a render engine

On 04/01/2015 at 11:34, xxxxxxxx wrote:

Why not just do a Triangulate() call before you start your processing either on the original or a clone of the Polygon object.  Then RayPolygon* should be triangulated  by default.

On 04/01/2015 at 20:24, xxxxxxxx wrote:

Hi Robert,

it is kinda difficult this way, I use RayObjects to avoid interacting with the Document itself, so I don't have to handle particle systems, MoGraph, or HyperNurbs "which Quadify the triangles!!!"

was asking if there is any message or an easy way to force triangles when generating RayObjects

On 05/01/2015 at 09:13, xxxxxxxx wrote:

Hello,

the polygon data of a RayObject links to the polygon data of the original PolygonObject. So no triangles can be forced.

A little bit faster way to get the state of the polygon is to use GetRayPolyState().

best wishes,
Sebastian

On 05/01/2015 at 22:21, xxxxxxxx wrote:

thanks Sebastian