RE: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann
Now that I see it, I feel so embarrassed that I had to ask :/
Thanks a ton Grahame!

cheers,
Thomas

> Grahame Fuller  hat am 9. Mai 2013 um 17:28
> geschrieben:
>
>
> Is this what you want?
>
> [cid:image001.jpg@01CE4CA8.5D485040]
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
> Sent: Thursday, May 09, 2013 10:34 AM
> To: softimage@listproc.autodesk.com
> 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 mailto:xsiml...@gmail.com>> 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
> mailto:li...@thomasvolkmann.com>>
> 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 < peter@googlemail.com<mailto:peter@googlemail.com>> 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
> mailto:li...@thomasvolkmann.com>> 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
>
>
>
>

Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Stephen Blair

Hey gray
I don't see any of the images you post. Not even in IE or Chrome when I 
go to the Google group.
I just see a winmail.dat attachment...are you sending in RTF format 
(just a guess as to why this happens) ?


On 09/05/2013 11:28 AM, Grahame Fuller wrote:

Is this what you want?

[cid:image001.jpg@01CE4CA8.5D485040]

gray




Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann

 
  
 
 
  
   Thanks Fabricio, I don't have time to test it right now. From the look of it I would think that we are in a perPolygon context and not perNode. But I'll check if that gets me somewhere. It definitely helps to see different approaches!
   
  
    
   
  
   thanks,
   
  
   Thomas
   
  
   Fabricio Chamon  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) 
 
   
  
 
  
  
 

   

 

 2013/5/9 Thomas Volkmann 
 
  
 
   
   


 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 <
peter@googlemail.com> 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 
 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
   
  
 

   
  
 

   
 

   
  
 

   
  
    
  
 


Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann
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  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   > 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
> >  > 



Re: ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Peter Agg
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  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
>


ICE: Get Polygon (or whatever) by ID

2013-05-09 Thread Thomas Volkmann
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