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.

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