## Point.SubComponent

### Introduced

v3.0

### Description

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.

### C# Syntax

    // get accessor
    SubComponent rtn = Point.SubComponent;

### Examples

#### 1. Python Example

    #
    # 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

#### 2. JScript Example

    /*
            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.

#### 3. VBScript Example

    '
    ' 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.