Re: AddPointInteriorToPolygon() command args problem

2016-07-04 Thread Andrew Prostrelov
Ok. First of all thank you Matt for all help you gave me with this case. Unfortunately as i said earlier AddPointInteriorToPolygon() takes as first argument ref to applied AddEdge() operator. And i guess the reason for that is that AddPointInteriorToPolygon() command should operate with PolygonMesh

Re: AddPointInteriorToPolygon() command args problem

2016-07-04 Thread Matt Lind
7, 0.10260067135095596, 0.3773993253707886, null ); I suggest taking a different approach to your task as the current path will be full of these kinds of riddles. Matt Date: Mon, 4 Jul 2016 17:21:08 +0300 From: Andrew Prostrelov Subject: Re: AddPointInteriorToPolygon() command args problem

Re: AddPointInteriorToPolygon() command args problem

2016-07-04 Thread Andrew Prostrelov
I am start to thinking about Polygonmesh.Set() realisation now :) I face into a problem where triangles that i recive from PointLocatorData are different from real triangles that XSI use for this poly. Here is a simple JScript test code to show the case: var NullObj = Application.ActiveSceneRoo

Re: AddPointInteriorToPolygon() command args problem

2016-06-27 Thread Andrew Prostrelov
Well, my goal is to add vertex inside of a polygon and connect it with an edges. Also if its posible keep all previously calculated and sorted arrays with components indicies untouched. Of course we cannot keep components indices same for components that involved in geometry change process. But we

Re: AddPointInteriorToPolygon() command args problem

2016-06-25 Thread Matt Lind
relov Subject: Re: AddPointInteriorToPolygon() command args problem To: softimage@listproc.autodesk.com Thank you Matt for detailed answer. >If the weights are ( 0.05, 0.05, 0.9 ), then vertex 8 should get the most bias. Nice to hear, that mean i get the logic right. > And no, they do not

Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
Thank you Matt for detailed answer. >If the weights are ( 0.05, 0.05, 0.9 ), then vertex 8 should get the most bias. Nice to hear, that mean i get the logic right. > And no, they do not reorder the mesh. PolygonMesh.Set() uses the vertex index ordering you specify and will only change if you ch

Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Matt Lind
te: Thu, 23 Jun 2016 19:22:30 +0300 From: Andrew Prostrelov Subject: Re: AddPointInteriorToPolygon() command args problem To: softimage@listproc.autodesk.com I'm sorry Matt, but i still can get it work right. Let's return to the test code: CreatePrim "Grid", "Mesh

Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
I try do not use PolygonMesh.Set() and PolygonMesh.Get(). since this functions change all verts indices. And in this particular case i didn't have heavy topology operations. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in

Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
I'm sorry Matt, but i still can get it work right. Let's return to the test code: CreatePrim "Grid", "MeshSurface" SetValue "grid.polymsh.geom.subdivu", 1 SetValue "grid.polymsh.geom.subdivv", 1 DuplicateMeshComponent "grid.edge[2]", siPersistentOperation SelectGeometryComponent

Re: AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Matt Lind
relov Subject: AddPointInteriorToPolygon() command args problem To: softimage@listproc.autodesk.com Hi. Does some one also had problems with AddPointInteriorToPolygon() XSI command ? I tried to add new vertex inside polygon via this command and spend a lot of time te get it work right but ha

AddPointInteriorToPolygon() command args problem

2016-06-23 Thread Andrew Prostrelov
Hi. Does some one also had problems with AddPointInteriorToPolygon() XSI command ? I tried to add new vertex inside polygon via this command and spend a lot of time te get it work right but haven't succeeded yet. Each time newly created vertex appear somewhere inside of a mesh even if we set baryce