[Sidefx-houdini-list] build a poly mesh from a vertex position face connection list

katrin schmid Katisss at gmx.de
Thu Feb 18 18:34:38 EST 2010


hi,
sorry for being a bit slow in the morning: a
cube with 8 vertices is much better. 
Back to the deformer...
Thanks everybody,
katrin

-------- Original-Nachricht --------
> Datum: Thu, 18 Feb 2010 15:23:25 -0800
> Von: "Ivan DeWolf" <ivan at martian-labs.com>
> An: sidefx-houdini-list at sidefx.com
> Betreff: Re: [Sidefx-houdini-list] build a poly	mesh	from	a	vertex	position	face connection list

> 
> 
> you should make your points first. Make 8 points. set their locations.
> Then you make the 6 polygons.
> When you make each polygon, you point it's vertices at the appropriate
> point.
> 
> when you are done, you will have 8 points, because you only ever made  
> 8 points.
> 
> you made them before you made your polygons.
> 
> in a loop before your facelist loop.
> 
> 8 of them.
> 
> Quoting "katrin schmid" <Katisss at gmx.de>:
> 
> > hi,
> > thanks a lot for this,
> > unfortunately i still end up with 16 points in  a cube.
> >     	  for (unsigned j = 0; j < m_faceList.size() ; j++)
> >    	  {
> >         	GU_PrimPoly* aFace = GU_PrimPoly::build(
> >             		gdp,
> >             		m_faceList[j].size(),
> >             		GU_POLY_CLOSED,
> >             		false);
> >
> >     		for(point_idx = 0; point_idx < m_faceList[j].size() ; point_idx++)
> > 		{
> > 		   aFace->setVertex(point_idx, added_points[ m_faceList[j][point_idx]]
> );
> > 		}
> > }
> > Very strange,
> > katrin
> >
> > -------- Original-Nachricht --------
> >> Datum: Thu, 18 Feb 2010 14:44:24 -0800
> >> Von: "Michael K. O\'Brien" <mobrien at pixar.com>
> >> An: sidefx-houdini-list at sidefx.com
> >> Betreff: Re: [Sidefx-houdini-list] build a poly mesh  
> >> from	a	vertex	position	face connection list
> >
> >> Hola~
> >>
> >> I end up creating the points using ::appendPoint.
> >>
> >> Then I use the ::build method on the gprim I want (setting appendPoints
> to
> >> false), but setting the vertex size correctly on ::build. I then set
> the
> >> verts
> >> in a for loop:
> >>
> >>     unsigned int aPointCount = ...;
> >>     std::vector<GEO_Point*> pointLUT(aPointCount);
> >>     for(all_points) {
> >>
> >>         pointLUT[anIndex] = gdp->appendPoint();
> >>         ++anIndex;
> >>     }
> >>
> >>     for(all_faces) {
> >>
> >>         GU_PrimPoly* aFace = GU_PrimPoly::build(
> >>             gdp,
> >>             aVertPerFaceCount,
> >>             GU_POLY_CLOSED,
> >>             false);
> >>
> >>         for(all_verts_on_face) {
> >>
> >>             aFace->setVertex(i, pointLUT[aVertIndex]);
> >>         }
> >>     }
> >>
> >> Houdini isn't super fast, but it's pretty reasonable.
> >>
> >> MO
> >>
> >> >-- On Thu, Feb 18, 2010 at 11:37:17PM +0100, katrin schmid wrote:
> >> > hi,
> >> > i am still a bit confused there are
> >> > is no build methode that takes a vertex and a connection list
> >> > as in other APISs. Any examples around how to correctly build from
> >> vertex connection data?
> >> > Regards,
> >> > katrin
> >> >
> >> >
> >> > -------- Original-Nachricht --------
> >> > > Datum: Thu, 18 Feb 2010 14:27:21 -0800
> >> > > Von: "Ivan DeWolf" <ivan at martian-labs.com>
> >> > > An: sidefx-houdini-list at sidefx.com
> >> > > Betreff: Re: [Sidefx-houdini-list] build a poly mesh from
> >> a	vertex	position	face connection list
> >> >
> >> > >
> >> > > you are creating a point for every vertex, yeah? don't you want to
> >> > > share some points across vertices? I usually create the points
> first,
> >> > > and then attach the poly's vertices to 'em....
> >> > >
> >> > > Quoting "katrin schmid" <Katisss at gmx.de>:
> >> > >
> >> > > > hi,
> >> > > > switching on display points number shows i have indeed
> >> > > > double the amount of points in the scene i should have.
> >> > > > I draw the faces like this:
> >> > > >
> >> > > > prim_poly_ptr = dynamic_cast<GEO_PrimPoly
> >> > > > *>(gdp->appendPrimitive(GEOPRIMPOLY));
> >> > > >     		prim_poly_ptr->setSize(0);
> >> > > >
> >> > > >     	for(point_idx = 0; point_idx < m_faceList[j].size() ;
> >> point_idx++)
> >> > > > 		{
> >> > > > 	   		prim_poly_ptr->appendVertex( added_points[
> >> > > m_faceList[j][point_idx]] )
> >> > > >
> >> > > > Scary, any way to avoid this?
> >> > > > Best Regards,
> >> > > > katirn
> >> > > > --
> >> > > > GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT!
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> >> > > >
> >> > >
> >> > >
> >> > >
> >> > > _______________________________________________________
> >> > > Perfection is achieved when nothing else can be removed
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> >> > >
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> >> --
> >> Michael O'Brien
> >> Tools
> >> Pixar
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> >>
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> >
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> 
> 
> 
> _______________________________________________________
> Perfection is achieved when nothing else can be removed
> -Yvon Chouinard
> 
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