Closed enzyme69 closed 7 years ago
ansv_points_inside_outside_001_2017_07_24_13_35.zip
AN BVH Inside thing seems to give more accurate points inside.
Wonder why...
there's a thread for this already.. https://github.com/nortikin/sverchok/issues/1740 and a branch https://github.com/nortikin/sverchok/tree/pinside_mod
AN BVH Inside thing seems to give more accurate points inside. Wonder why...
different code, different algorithm
These kinds of algorithms should be implemented as core Blender api calls.. so all add-on devs / scripters can use them, and they would be faster.
look at AnimationNodes' implementation of such algorithm: https://github.com/JacquesLucke/animation_nodes/blob/c44280aae363402797e5da6319e755861b800380/animation_nodes/nodes/bvh_tree/is_inside_volume.py
read that and interpret what it does for yourself.
I think the multiple random direction raycasting from each test point might be the strength of the algorithm. I'm happy to add variations to the node. Excellent project for someone else.
@enzyme69 Points inside mesh have normal working. Do not use mask socket, the points out is already masked. Or use mask with primary points. I a little modernized your node tree.)) https://gist.github.com/f3be5fe21fb571b2fa7797c4b8e50add
@nortikin Constraints rotation is good, thanks.)
point_inside_002_2017_07_24_13_03.zip
I am testing this node, seems like pretty intuitive, although I might be doing it wrong?
The idea is to somewhat fit the box elements perfectly, kind of creating Remesh, but each voxel box fits inside the 3D mesh input.