01-29-2021, 03:35 PM
but I am using "output" only to draw nearestPoint. NextControlPoint and PreviousControlPoint is based on a "nearestSegment".
Closest Spline & control points loop in both directions
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01-29-2021, 03:35 PM
but I am using "output" only to draw nearestPoint. NextControlPoint and PreviousControlPoint is based on a "nearestSegment".
01-29-2021, 10:54 PM
(01-29-2021, 03:35 PM)nehvaleem Wrote: but I am using "output" only to draw nearestPoint. NextControlPoint and PreviousControlPoint is based on a "nearestSegment". Hi again Sorry my previous message didn't make sense. I wrote it in a hurry knowing that I could not write a long one until now. Now that I am free again, here is the right answer: It all boils down to the concept of a segment. A segment is the curve between two CPs. In Curvy Splines the choice was made to represent a segment in the code with its first CP. So the curve between CP1 and CP2 will be represented by CP1. So when you call GetNearestPointTF:
I hope this helped. Have a nice day
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02-02-2021, 11:27 AM
That's explain a lot. Thanks for the clarification. That being said - is there a way just to iterate over control points in a loop? Or do I have to handle it by myself?
02-02-2021, 11:45 AM
Yes, you can do a for loop on yourSpline.ControlPointsList, or if you want to iterate indefinitely, use a while loop using an index that you increase at every iteration, and apply the % operator to keep you index between 0 and yourSpline.ControlPointsList.Count
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