Grouping the outer 4 points of a primitive

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Hi,
whats the best way to group the outer 4 points of a primitive?

I've tried this with bounding box but I don't know what to do.
I want to select with pos.

string grp = itoa(@primnum);

vector bbmin = getbbox_min(0,grp);
vector bbmax = getbbox_max(0,grp);
vector bbsize = getbbox_size(0,grp);

vector pos = set(bbmin.x, bbmin.y, bbmax.z);

An other way is to use pcfind. But the setting with the radius is problematic.
In my script I want to manipulate primitives. They can also be of different sizes and have different point arrangements on the inside. Therefore the pcfind radius should always be different

Finally, I always want access to the outer 4 corners.

thanks.
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what do you mean by outer 4 corners? do you have specific shapes in mind?
if we limit ourselves to Polygon primitives, you will typically have 2+ point prims, so what are outer 4 points in a line? triangle? n-gon?
Tomas Slancik
FX Supervisor
Method Studios, NY
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Hi,
here is the idea.

thanks

ok. This function is an option:
int  neighbourcount(<geometry>geometry, int point_num)

However, I would be interested to know what is the best way to deal with this situation,
to create these new surfaces.
Edited by Christoph_H_ - June 22, 2018 07:12:55

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