[Sidefx-houdini-list] Simple VEX Question

Floyd Gillis floyd at afcg.com
Sun Jul 16 23:34:56 EDT 2017


Re-visited this based on the suggestions and have got it working even 
better now.

Insanely fast compared to my old hscript expressions.

Thanks all.


On 7/15/17 8:35 PM, Jordan Walsh wrote:
> I would be careful doing this as you will be looping over the extra 
> two points as well, comparing them to themselves. Unless you want to 
> do this then I would keep the 2 extra points as one input to keep them 
> separate to the points you want to loop over.
>
> Jordan
>
> On 15 July 2017 at 08:59, Floyd Gillis <floyd at afcg.com 
> <mailto:floyd at afcg.com>> wrote:
>
>     Thank you for your helpful suggestions Nick, Jordan, and Nikita.
>
>     I ended up merging the 2 “animated single points” into the
>     geometry I wanted to manipulate and accessed them with point
>     functions instead…
>
>     */vector pnt_A = point(0, “P”, 1001);
>     vector pnt_B = point(0, “P”, 1002);/*
>
>     Then did the distance calculation like so…
>
>     */vector dist = distance(pnt_A, pnt_B);/*
>
>     Then the following worked fine…
>
>     */@P = @P * dist;/*
>
>     Again, this was just a simplified segment of a complex hscript
>     expression I was trying to update to VEX.
>
>     Damn, VEX is fast! If I'm not careful I'll become a convert.
>
>     Cheers,
>
>     Floyd
>
>
>     On 7/14/17 6:51 PM, Nikita Musatov wrote:
>
>         if you use @opinput1_P, @opinput2_P you need write type of
>         variable. Vex does't understand what kind of type this
>         variable. Use v at opinput1_P
>
>         пт, 14 июл. 2017 г. в 8:47, Nick Deboar <nick.deboar at gmail.com
>         <mailto:nick.deboar at gmail.com> <mailto:nick.deboar at gmail.com
>         <mailto:nick.deboar at gmail.com>>>:
>
>             Hey,
>
>             Try something like:
>             v at sphereP = point(0,"P", at ptnum);
>             v at pointP = point(1,"P",0);
>             f at test = distance(@sphereP, @pointP);
>             @P = @P * @test;
>
>             Ta,
>
>             Nick
>
>             Nick Deboar
>             ------------------------------
>         www.nickdeboar.com <http://www.nickdeboar.com>
>         <http://www.nickdeboar.com>
>             m +61 435887248 <tel:%2B61%20435887248>
>         <tel:+61%20435%20887%20248>
>
>             On Fri, Jul 14, 2017 at 1:00 PM, Floyd Gillis
>         <floyd at afcg.com <mailto:floyd at afcg.com>
>             <mailto:floyd at afcg.com <mailto:floyd at afcg.com>>> wrote:
>
>             > Hello All,
>             >
>             > Still muddling my way through VEX.
>             >
>             > As an example… I have an Attribute Wrangle with 3 inputs.
>             > Input 1: some geometry
>             > Input 2: a single animating point
>             > Input 3: another single animating point
>             >
>             > If I have the following vex snippet… (the actual function is
>             more complex.)
>             > *
>             > **/float test = 1.2;/**/
>             > /**/@P = @P * test;/*
>             >
>             > All points will have their xyz values multiplied by “test”.
>             >
>             > But if I have…
>             >
>             > */float test = distance(@opinput1_P, @opinput2_P);/**/
>             > /**/@P = @P * test;/*
>             >
>             > Only the first point will have it’s xyz values
>         multiplied by “test”.
>             >
>             > Have tried various combinations of v@, @, etc. Any help
>             appreciated.
>             >
>             > Floyd
>             >
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