float windingnumber(<geometry>geometry, vector origin)
float windingnumber(<geometry>geometry, vector origin, float accuracy)
Computes the winding number of ‹geometry› around the point ‹origin›.
float windingnumber(<geometry>geometry, string primgroup, vector origin)
float windingnumber(<geometry>geometry, string primgroup, vector origin, float accuracy)
Computes the winding number of primitive group ‹primgroup› around the point ‹origin›.
<geometry>
When running in the context of a node (such as a wrangle SOP), this argument can be an integer representing the input number (starting at 0) to read the geometry from.
Alternatively, the argument can be a string specifying a geometry file (for example, a .bgeo
) to read from. When running inside Houdini, this can be an op:/path/to/sop
reference.
primgroup
Optionally compute winding number only for a subset of a mesh specified by a primitive group.
origin
The position in space to compute winding number.
accuracy
The winding number is computed only approximately. The default value 2.0 is sufficient in most situations, setting ‹accuracy› to 12.0 should yield result accurate up to floating point precision.
Returns
The winding number of geometry at a point.
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