Hi all. I am using MMeshIntersector to get closest points in a custom deformer and in my opinion is quite slow in comparison with mfnmesh.getClosestIntersection using Accel structure. I would like to know if I am doing something wrong.
- Only creating the structure when mesh go dirty.
- Init Intersector with worldMesh mesh. Although the returning closest point is in object space I’m doing this way.
- No multithread
- Maya 2016
I am just trying to understand why it seems so slow if it is supposed to use and octree internally.
Thanks I advance