<div dir="ltr"><div><div>Ok, I was able to get the points by doing this:<br><br>              vtkPolyDataNormals skinnormals = vtkPolyDataNormals.New();<br>              skinnormals.SetInputConnection(skinextractor.GetOutputPort()); //skinextractor is a vtkContourFilter<br>
              skinnormals.SetFeatureAngle(90.0);<br>              skinnormals.ComputePointNormalsOn();<br>              <br>              vtkPolyData polys = new vtkPolyData();<br>              <br>              polys= skinnormals.GetOutput();<br>
              polys.Update();<br>              <br>              <br>              for (int i = 0; i < polys.GetNumberOfPoints(); i++)<br>              {<br>                  double[] p = new double[3];<br>                  p=polys.GetPoint(i);<br>
              }<br></div>I see each point.<br><br></div>Now... Next question, how do I get the triangles in the mesh??<br></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Wed, Jan 15, 2014 at 9:48 AM, David Doria <span dir="ltr"><<a href="mailto:daviddoria@gmail.com" target="_blank">daviddoria@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div>You can get the coordinates manually with:<br><br>double p[3];
<br>points->GetPoint(i, p);<br><br></div>but if you want to write them with a writer (e.g. vtkSimplePointsWriter), they will always have to be wrapped in a vtkPolyData first (polydata->SetPoints(points)).<span class="HOEnZb"><font color="#888888"><br>
<div>
<div><br>David</div></div></font></span></div>
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