Hi Andrew, You really want a path finding algorithm.
Trying to follow a straight line doesn't generally yield good results since the edges may not align with the shortest distance. (e.g. think about a path on a sphere where the shortest distance cuts through the center) Have a look at path-finding algorithms as they are generally not that hard to implement. The general idea is that they start from a single location and spread outward (like a wave) accumulating the distance until the target position is reached. (or we fail to reach the target) You can then use another heuristic to choose among paths of the same length. (like straight line etc) Here are some links to get you started: http://ai-depot.com/Tutorial/PathFinding.html http://www.redblobgames.com/pathfinding/a-star/introduction.html http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html -- Brent From: [email protected] [mailto:[email protected]] On Behalf Of Andrew Prostrelov Sent: 26 June 2017 12:21 To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list <[email protected]> Subject: Re: EdgeRing ALG for n-gons Yes you right. I already done border cases quads etc. So i guess the simplest way is to construct vector from far neighbor edge vert to end edge and get edge with smallest vector length. It's like a tentacle i guess )
------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

