I am trying to implement a hand gesture controlled labyrinth (the one where you try and get a marble from point A to B).
I’ve used a maze generator I found here, and now I’m trying to implement the following logic:
The maze is simply a path (795 curves to be exact) which is divided into smaller segments using Curve Division.
For each point the marble lands on, GH finds the 3 nearest points and decided where to move next according to the user’s decision.
So I was wondering (1) whether anyone had a better Idea of implementing this (assuming the user keeps sending a 3D vector representing it’s desired direction), and (2) which is more critical is why my Nearest Points component isn’t working as I expected?
When handing over the Division Points and Current Point as input, it finds a bunch of random points. Definitely not the 3 nearest ones as I wanted it to find.
I’ve search and read all the relevant stuff I could find, including the actual GH API, but couldn’t find the cause for this.
- The point. (The sphere is just visually connected to it)
- The point from before.
- The list of division points (they all appear as crosses on the left)
- The number of points to find are 3.
Screenshot of the inputted point:
Inputted list of points: