Re: [CPP] Storing data in a compileOp

Date : Tue, 13 Dec 2005 11:22:30 +0100
To : XSI(at)Softimage.COM
From : Guy Rabiller <guy(at)alamaison.fr>
Subject : Re: [CPP] Storing data in a compileOp

> ../.. I wasn't planning on using the vertices ../..

Yes, let me rephrase it:

"Between the nearest Base Object location from the Constrained
Object, and the nearest Cage Object location from the Constrained Object"

Sorry I've used 'vertices' while I meant 'location' here.

It doesnt change the suggestion though.

Anyway, let me know in case you use any of those suggestions.
It is an interresting problem you are facing off.

Cheers Alan.
--
guy rabiller | 3d technical director (at) LaMaison



Alan Jones a écrit :

    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.



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