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[Closed] Deleting overlaping meshes

So…have written an new script. It should work with arbitrary meshes…(Note: Should work…I did not test it at all. Just wrote it in a text editor. Let me know any error messages…;))

fn Test_Distance Small Big Dir --Test Function
(
	Root = Small.pos
	Test_Ray = Ray Root Dir --shoot a Ray from the Root to the given Direction

	Dist_Small = try(length ((intersectRay Small Test_Ray).pos - Root)) catch() --tries to hit the small sphere and gives the lenght
	Dist_Big = try(length ((intersectRay Big Test_Ray).pos - Root)) catch() --tries to hit the big spheres and gives the length

	if Dist_Big != undefined and Dist_Small!= undefined do --tests if both distances are valid
	(
		if Dist_Big < Dist_Small do KillMesh = true --sets the Kill Variable True, if the distance to the big spheres is smaller than the distance to the small sphere
	)
)

for o in $Sphere_Small_* do --loop through the small spheres
(
	KillMesh = false --sets the Kill Variable False

	for v in 1 to o.mesh.numverts while KillMesh == false do --loop through the Vertices
	(
		Vert_Pos = getVert o.mesh v --current Vertex' position
		Vert_Dir = normalize (Vert_Pos - o.pos) --direction from the pivot to the vertex
		Test_Distance o $Spheres_Big Vert_Dir --calls the Test Function and hands over the three operants
	)
	
	if KillMesh == True do delete o --deletes the sphere if the Kill Variable is true
)

It might be quite slow (Try/Catch does that to scripts…;))

You still need inverted normals for the small drops and two-sided geometry for the big drops.

Mate, that sounds fantastic!

I will do some test and get back to your scirpt!
Have you noticed, the other thread ” mass deleting objects” ?
Actually thats my situation, the only thing is that i got

A) very small drops
B) Mid Drops and
C) big drops

Anyways, i test your fantastic stuff and give you some feedback!

P.S – Why is it so slow to detach my drops? Okay 10000 drops are a big count
but i waiting right now more that 10 min for that operation… very lame though

NAIK

Yeah…I have seen it and I am just thinking about rewriting my last script for the other situation. Although it will definately have memory issues, since every single drop needs to be two-sided…

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