User Information:

Cinema 4D Version: 14,15,16

Platform: Windows ;

Language(s) : C++ ;

---------

Hi,

I am using this code to get the polygon index that every vertex belongs to, but it's very slow.

Is there a faster way to do it?

```
const CPolygon *pPolys = pobj->GetPolygonR();
for (int i = 0; i<pointCnt; i++)
{
for (int j=0; j<polyCnt; j++)
{
if (pPolys[j].a == i)
myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices
}
}
```

Since I am manually going over every vertex and from it check every polygon, the operation is very slow. I am hoping someone can give a faster alternative.

Thanks

]]>User Information:

Cinema 4D Version: 14,15,16

Platform: Windows ;

Language(s) : C++ ;

---------

Hi,

I am using this code to get the polygon index that every vertex belongs to, but it's very slow.

Is there a faster way to do it?

```
const CPolygon *pPolys = pobj->GetPolygonR();
for (int i = 0; i<pointCnt; i++)
{
for (int j=0; j<polyCnt; j++)
{
if (pPolys[j].a == i)
myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices
}
}
```

Since I am manually going over every vertex and from it check every polygon, the operation is very slow. I am hoping someone can give a faster alternative.

Thanks

]]>not sure, but a little better version:

```
const CPolygon *pPolys = pobj->GetPolygonR();
for (int i = 0; i<pointCnt; i++)
{
for (int j=0; j<polyCnt; j++)
{
if (pPolys[j].a == i)
{
myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices
break;
}
else if (pPolys[j].b == i)
{
myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices
break;
}
else if (pPolys[j].c == i)
{
myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices
break;
}
else if (pPolys[j].d == i)
{
myIndexArray[i] = j; // myIndexArray is an integer BaseArray that is storing the polygon indices
break;
}
}
}
```

]]>and I think this version will be much better:

```
const CPolygon *pPolys = pobj->GetPolygonR();
//for(int i = 0; i<myIndexArray.size();++i)
//{
// myIndexArray _= -1;_
_//}_
_
_
_for(int j = 0; j <polyCnt; ++j)_
_{_
_ myIndexArray[pPolys[j].a] = j;_
_ myIndexArray[pPolys[j].b] = j;_
_ myIndexArray[pPolys[j].c] = j;_
_ myIndexArray[pPolys[j].d] = j;_
_}_
_
```

edit: the point can have many polygons, so depends on your needs you can modify it to get all polygons "not only last poly index"_

_

_

__

Thanks a lot Mohamed. I ended up using your first suggestion. Using BREAK was the key to make the operation go faster.

]]>