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 )
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