You could very easily write a C++ node that takes the arrays and processes them in a specific order, but you probably want to stay within ICE. -ben
On Tue, Jun 19, 2012 at 9:36 AM, Andy Nicholas <[email protected]> wrote: > > Hi Sam, > You can't reorder the actual evaluation as it gets called from the tree, but I > think you can fake it. > > Off the top of my head, I'd try something like this: > > 1) Create list of unique point indices dictating order of processing (There > should be a one-to-one mapping between this list of indices and the list of > indices generated by using Element Index, i.e. the maximum index should be > equal > to the number of points -1) > 2) Use your custom index with "Index to Location" to get the point location > for > the point you want to process > 3) From that location, get any data from that point you need > 4) Process your data > 5) Save the result into a custom attribute > 6) Use "Build Array From Set" on your custom attribute, and do a "Sort Array > With Key" > 7) Index into the sorted array using the current point's "Element Index" and > use > that value to set the data onto the correct point. > > > Instead of doing "Index To Location" in step 2, you could alternatively index > into an array made using "Build Array From Set", but it's not as flexible as > it > stops you being able to access things like "PointNeighbours" (it means you > have > to have an array of arrays). > > Cheers, > Andy > > > > > > On 19 June 2012 at 02:40 Sam Cuttriss <[email protected]> wrote: > > >> is there a way (avoiding loop/ while nodes) to define an array of point id's >> that dictate the order they are assesssed. >> >> i can think of plenty of ways with loops etc but im drawing a blank for an >> efficent way of doing it. >> _sam >> -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.

