Hi, I'm writing some code to automatically line up tiles og geo-data. Since they are based on cloud data the edges don't line up perfectly.
So I put two tiles next to each other and for all the edge points on the candidate I would like to check the minimum distance to the other mesh. If the average distance stays below and certain threshold we can assume that they belong next to each other. Now I struggle with an efficient way to accomplish finding the shortast distance to other mesh. Has anyone got any advice? (preferably without building temporary ice trees to do stuff and store results) I tried .ActivePrimitive.Geometry.GetClosestLocationsWithinRadius() with a very low radius to just see if the number of hits is the same as the points. I'm not 100% sure what .EvaluatePositions() is trying to return. What's with the one element tuples and very small number entries for the source points it didn't find anything within the max-radius? # ((-4.0,), (1.0,), (-4.0,)) # ((-4.0,), (1.0,), (-3.0,)) # ((3.373204225e-315,), (3.37320375e-315,), (3.373210865e-315,)) # ((3.37320529e-315,), (3.373205055e-315,), (0.0,)) # ((3.373204225e-315,), (3.37320375e-315,), (0.0,)) # ((1.2906182122711752e-306,), (2.2252286817239655e-306,), (0.0,)) # ((3.373204225e-315,), (3.37320375e-315,), (3.373210865e-315,)) # ((0.0,), (3.373202604e-315,), (3.373210865e-315,)) # ((3.37320529e-315,), (3.373205055e-315,), (0.0,)) Thank you very much, Fabian
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