OK, great... I can see how to customize it from that snippet.

Just to understand how the power users are using this. Are you using
wrangle nodes with vex snippets 100% of the time or are you using the VOP
sub graph for somethings?

Steven

On Wed, Apr 26, 2017 at 11:38 AM, Andy Nicholas <[email protected]>
wrote:

> If you have a look at the docs for pcfilter, it gives you some VEX code
> that’s the equivalent functionality. You can tweak to suit your needs.
>
> Pasted in from the docs:
>
> - - - -
>
> float pcfilter(int handle; string channel)
> {
>     float    sum, w, d;
>     float    value, result = 0;
>     while (pciterate(handle))
>     {
>         pcimport(handle, "point.distance", d);
>         pcimport(handle, channel, value);
>         w = 1 - smooth(0, radius, d);
>         sum += w;
>         result += w * value;
>     }
>     result /= sum;
>     return result;
> }
>
> pcfilter takes the points that were opened by the point cloud and produces
> a filtered value. The following equation shows how the individual points
> are weighted.
>
> w_i = 1-smooth(0, maxd*1.1, d_i);
>
> maxd is the farthest point, and w_i is the weight for a given point at
> distance (d_i). Points that are closer to the center will be weighted
> higher with that formula, rather than it being an average.
>
>
> On 26 Apr 2017, at 19:25, Steven Caron <[email protected]> wrote:
>
> So pcfilter has weighting built into it?
>
> I guess I want to customize this weighting should I not use pcfilter? and
> use pcfind and loop over the particles?
>
>
> On Wed, Apr 26, 2017 at 11:18 AM, Andy Nicholas <[email protected]>
> wrote:
>
>> 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]>
>> 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]> wrote:
>>>
>>> pcopen > pcfilter (P) will give you the nearest positions.
>>>
>>>
>>>
>>> On 26 April 2017 at 18:27, Steven Caron <[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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