Yep, I’m afraid I’m a complete VEX convert now. I never used to be!

Cris, don’t mind me posting stuff like that, I’m just doing it in case it’s 
useful to anyone who’s trying to get into VEX. Actually, when I was learning to 
do all the point cloud stuff, I found it useful to see the VEX when I was 
trying to understand how to hook up the pointcloud VOPs. I (still) don’t think 
it’s obvious how to do it, especially when you start thinking about if it’s 
necessary to use pcclose() and where that should be wired.

It’s one of the reasons I moved to VEX, things like “loops" and “if” statements 
are much easier to understand in VEX than VOPs.



> On 26 Apr 2017, at 19:07, Steven Caron <[email protected]> wrote:
> 
> Thanks guys! I didn't want to use VEX even though I might need to in the long 
> run.
> 
> On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas <[email protected] 
> <mailto:[email protected]>> wrote:
> Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if you 
> want to try that approach:
> 
> float radius = 1.0;
> int maxpts = 50;
> int handle = pcopen(0, "P", @P, radius, maxpts);
> @P = pcfilter(handle, "P");
> 
> 
>> On 26 Apr 2017, at 18:37, Cristobal Infante <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> pcopen > pcfilter (P) will give you the nearest positions.
>> 
>> 
>> 
>> On 26 April 2017 at 18:27, Steven Caron <[email protected] 
>> <mailto:[email protected]>> wrote:
>> i hate to do it but i gotta ask this group because of our shared ICE 
>> knowledge...
>> 
>> what is the proper way to get closest points and average their position and 
>> update the point position?
>> 
>> pcfind gives me an integer array, but how do i look up those indices and get 
>> their point position?
>> 
>> pcopen, then pcimport, do work, then pcexport seems like the right thing to 
>> do, should i just ignore pcfind?
>> 
>> thanks
>> steven
>> 
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