Now that I see it, I feel so embarrassed that I had to ask :/ Thanks a ton Grahame!
cheers, Thomas > Grahame Fuller <[email protected]> hat am 9. Mai 2013 um 17:28 > geschrieben: > > > Is this what you want? > > [cid:[email protected]] > > gray > > From: [email protected] > [mailto:[email protected]] On Behalf Of Thomas Volkmann > Sent: Thursday, May 09, 2013 10:34 AM > To: [email protected] > Subject: Re: ICE: Get Polygon (or whatever) by ID > > some pseudocode (maybe that's easiest to describe what i want): > > for node on mesh: > poly = node.getPolygon() > nodes = poly.GetNodes() > index = nodes.index(node) > node.StoreSomeAttribute(doSomethingWith(index)) > > Fabricio Chamon <[email protected]<mailto:[email protected]>> hat am 9. Mai > 2013 um 15:51 geschrieben: > " Use the PolygonID that I get this way, and get PolygonToNodes for that Poly > (how the fxxk do I do that?)" > > responding to the main question only, does this icetree work ? > desired node index range should be: 0 to (num vertices for that polygon -1) > > [Imagem inline 1] > > 2013/5/9 Thomas Volkmann > <[email protected]<mailto:[email protected]>> > You can probably see how much vertices a polygon has and then interpolate > around the UV-space, but the problem is more the general question, since we > have a working solution for our needs. > > cheers, > Thomas > Peter Agg < [email protected]<mailto:[email protected]>> hat am > 9. Mai 2013 um 15:19 geschrieben: > > So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be? > > A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes > have? > > On 9 May 2013 14:09, Thomas Volkmann > <[email protected]<mailto:[email protected]>> wrote: > Hi, > we found a working solution to a current problem (set UV per Polygon), but I'm > not fully satisfied with it, because it breaks when we have triangles in the > mesh (which we can avoid, so it's more a personal problem of not being able to > do what I want to do in ICE). > > Problem: > We want to set a vector per node. Depending on the index of that node when > using a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space. > > Solution for Quads only: > GetNodeID -> find in array > the array: > Get PolygonToNodes -> build array from set > we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3 > > This solution breaks of course when there is a single polygon that has more or > less than 4 points. > > What I would like to do but can't figure out: > Get NodeToPolygon (because we need to be in a perNode context) > Use the PolygonID that I get this way, and get PolygonToNodes for that Poly > (how the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION! > Then I could check which index the Node has that I got in the beginning. > > Unfortunately I have some real work to do, and can't continue on this right > now, but in the back of my head it's driving me mad. > So if anyone can offer salvation it'll be much appreciated! Even if it's a > complete different solution) > > cheers, > Thomas > > > >

