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Question by susansajadi · Oct 31, 2016 at 02:33 PM · meshoptimizationdistance3d modelsurface

Optimizing distance between surfaces calculations

I need to find the distance between an object and a very large mesh (65000 triangles). I have a loop to determine the distance between vertices using Vector3.Distance (these correspond to vertex colors on the object, creating a distance map). It works, but Unity crashes when I do it for the large mesh (too many calculations).

What are ways I can optimize so I do not have to go through each vertex but can maintain the integrity of an object with a complex shape ? Would appreciate any direction in how to do this computationally/sort through the mesh for relative distances, euclidean path,etc?

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avatar image tanoshimi · Oct 31, 2016 at 02:39 PM 0
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If you're assigning a colour to every vertex on the mesh, isn't it inevitable that you're going to have to loop over all of them?

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