v3.0
Creates a SubComponent from this point. The new SubComponent allows you to access the specific type of Geometry, such as a Vertex for a PolygonMesh object vs. a ControlPoint for a NurbsSurfaceMesh.
# # This example demonstrates how to work with a subset of points on a polygon mesh # app = Application app.NewScene( "", 0 ) oObj = app.ActiveSceneRoot.AddGeometry( "Cube","MeshSurface" ) oPointColl = oObj.ActivePrimitive.Geometry.Points oSubComponent = oPointColl(2).SubComponent app.LogMessage( "%s has %s components of type %s" % ( oSubComponent.FullName , len(oSubComponent.ElementArray)+1, \ app.ClassName(oSubComponent.ComponentCollection(0)) ) ) oObj = app.ActiveSceneRoot.AddGeometry( "Cube","MeshSurface" ) oSubComponent = oObj.ActivePrimitive.Geometry.Points(2).SubComponent oSubComponent.AddElement(3) app.LogMessage( "%s has %s components of type %s" % ( oSubComponent.FullName , len(oSubComponent.ElementArray)+1, \ app.ClassName(oSubComponent.ComponentCollection(0)) ) ) # Expected results: #INFO : cube.pnt[2] has 2 components of type Vertex #INFO : cube1.pnt[2,3] has 3 components of type Vertex |
/* This example demonstrates how to access a NURBS-specific property on a NurbsSurfaceMesh. First it starts out getting the generic Points collection. From the PointCollection it creates a SubComponent. From the SubComponent, it gets the NURBS-specific ControlPointCollection */ NewScene( null, false ); // Setup: create a NURBS mesh and get its point collection var grid = Application.ActiveSceneRoot.AddGeometry( "Grid", "NurbsSurface" ); var pnts = grid.ActivePrimitive.Geometry.Points; // Convert it to SubComponent and just for fun, consider only ten points // chosen at random var subcmp = pnts.SubComponent; var subset = new Array(13, 92, 24, 65, 11, 2, 4, 64, 100, 111); subcmp.ElementArray = subset; // Now convert the SubComponent to a ControlPointCollection using the // SubComponent.ComponentCollection property and then loop through the // array, checking to see if we have any boundaries var ctrlpnts = subcmp.ComponentCollection; for (var i=0; i<ctrlpnts.Count; i++) { var results = ( ctrlpnts(i).IsBoundary ) ? "" : "NOT "; Application.LogMessage( "CtrlPnt[" + i + "] is at index " + ctrlpnts(i).Index + " on the NurbsSurface and is " + results + " a boundary." ); } // Expected results: //INFO : CtrlPnt[0] is at index 13 on the NurbsSurface and is NOT a boundary. //INFO : CtrlPnt[1] is at index 92 on the NurbsSurface and is NOT a boundary. //INFO : CtrlPnt[2] is at index 24 on the NurbsSurface and is NOT a boundary. //INFO : CtrlPnt[3] is at index 65 on the NurbsSurface and is a boundary. //INFO : CtrlPnt[4] is at index 11 on the NurbsSurface and is a boundary. //INFO : CtrlPnt[5] is at index 2 on the NurbsSurface and is a boundary. //INFO : CtrlPnt[6] is at index 4 on the NurbsSurface and is a boundary. //INFO : CtrlPnt[7] is at index 64 on the NurbsSurface and is NOT a boundary. //INFO : CtrlPnt[8] is at index 100 on the NurbsSurface and is NOT a boundary. //INFO : CtrlPnt[9] is at index 111 on the NurbsSurface and is a boundary. |
' ' This example demonstrates how to determine which points are selected ' in the UI by using the SubComponent object via the Selection ' NewScene , false ' Setup: create a polygon mesh and select some vertices on it set torus = Application.ActiveSceneRoot.AddGeometry( "Torus", "MeshSurface" ) Selection.Clear Selection.SetAsText torus.Name & ".pnt[2-7,17,18,21-23,26,29,47,51,55]" ' When components are selected, the first member of the Selection ' is returned as a CollectionItem which can then be converted to a ' SubComponent object. From there, the ComponentCollection property ' converts it to the proper collection type (in this case a VertexCollection) set selected = Selection(0).SubComponent.ComponentCollection for each sel in selected Application.LogMessage "edge[" & sel.Index & "] is selected." next ' Expected results: 'INFO : edge[2] is selected. 'INFO : edge[3] is selected. 'INFO : edge[4] is selected. 'INFO : edge[5] is selected. 'INFO : edge[6] is selected. 'INFO : edge[7] is selected. 'INFO : edge[17] is selected. 'INFO : edge[18] is selected. 'INFO : edge[21] is selected. 'INFO : edge[22] is selected. 'INFO : edge[23] is selected. 'INFO : edge[26] is selected. 'INFO : edge[29] is selected. 'INFO : edge[47] is selected. 'INFO : edge[51] is selected. 'INFO : edge[55] is selected. |