I am trying to deform a plane (lingo primitive). You see, I
want the closest vertex point at the location of a mouse click to
jump down alittle in the world space. However, this is where I'm
having somewhat of a problem.
I want to avoid looping through each vector in the vertexList
and by this way getting the vertex closest to my mouseclick. It
just seams to demanding by the computer.
So I thought I'd first start figuring out what row and column
of vertices the clicked occured on, and using this information
easily calculate the index to use in the VertexList.
I thought I'd get the mouse's "impact" coordinates using
ModelsUnderLoc() and then use the isectPosition-property. And this
seames to work, my plane is 50 in length and isectPosition´s
z-coordinate goes between -25 to +25. So I guess I've put that
aside (just incase you guys wanted to know).
I'd now thought I'd calculate the row by writing:
tisec = tr.isectPosition
_z = tisec.z
tTileLength = (float( pLengthVertices )/pLength)
-- to get a value from 0-50 instead of -25 - +25
toffsetZ = pLength/2
row = _z + toffsetZ
row = row * tTileLength
But this doesnt give me the result I was hoping for.