But - unless I missunderstand the PointLocatorData Class - the point of
having a PointLocatorData Object rather than to keep a simple coordinate
is to have these locations 'updated' whenever the mesh is
animated/deformed right ? How do you think it is done ? Barycentric
coordinates are involved. I'm just suggesting to 'do it yourself', so
you compute the 'locations' on the fly, inside your operator without
bothering having to save a 'persistent' PointLocatorData object. This
shouldnt be heavier than what the PointLocatorData does.
yeah - good point. Though I thought what you were suggesting required a search everytime - though I was getting a bit hazy there.
> ../.. Only other thing is I'm not certain of whether the interpolation
> of the CAV map would give the same results as the actual shifted
point../..
May be I missunderstood you at first.
You meant the direction is according to:
- the shift between the Base Object vertices and the Cage Object vertices.
- or between the nearest Base Object vertice from the Constrained
Object, and the nearest Cage Object vertice from the Constrained Object ?
I wasn't planning on using the vertices - I was going to use the pointLocator which may or may not be a vertice. So I was more thinking about how accurate it would be for positions on surface rather than vertices. I would use this at the initial position (when the object is constrained) |CageObj.point -
BaseObj.point| and then the same again one it's all moved. The get the rotation matrix for the constrained object to be rotated the invcos of the dot of them around the cross product of them.
Cheers,
Alan.