So barycoords for a triangle works well and I believe there are tons of references on the web for this. Barycoordinates for polygons is a bit more problematic because they are no longer linear but rather polynomials and thus harder to calculate. I'd stick with triangles and then all those web references should work well.
Is your problem calculating them from points? Basically this is a great guide: http://en.wikipedia.org/wiki/Barycentric_coordinate_system -ben On Wed, Jul 17, 2013 at 11:38 AM, <[email protected]> wrote: > Hi, I have spent days on this and I cant work it out > > I have a selection of points (not on a flat plane) and I have a test > position. > It returns an array that represents the weighting, related to the proximity > to the other points. > > I want to have it so that when the test position is directly at a point, the > value for that point in the array = 1 > and the rest will be zero > as the test point moves around the area it interpolates these values, but > they always add up to 1 > > It sounds really easy, but I’ve been literally* tearing my hair out over > this for days. > > Ive managed to get barycentric interpolation working for a flat plane, and > only 3 points, but I need it to accept multiple points in 3d space. > > Please help. I’m going bonkers over this > > Paul > > *(not really literally) -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.

