Theory Question : Using angle between vectors to traverse a mesh
I hope this is the right place to ask this, but I am running out of time and am absolutely desperate.
I am traversing a 3d mesh of triangles using intersections tests. Thanks to the general crappiness of the mesh, this is not giving me a straight line (i am forming the curve of the nose from a couple of polygons), the intersection tests work, and reduce the number of possible next moves from 6 to 3, but the problem is that they are deviating off when they are following the mesh and hitting mesh errors.
This is what I need :
[img=http://img210.imageshack.us/img210/2563/explain3ap2.th.jpg] (http://img210.imageshack.us/my.php?image=explain3ap2.jpg)
Basically, at every point that tesselates as a hexagon, there are always three possibilites (which are marked as next). Now what I need is a way to recover from non-hexagonal tiling. I need to take the middle polygon of the three that is marked as best move.
How do I do this based on the best move that corresponds to the Y axis? I am going up the face forming the curve.
I have tried this with the dot product of the vector and the Y axis, but I am getting garbage answers.
Please help with this! This is the last remaining part of my projects core, and
the rest of the functionality depends on this part!
Cheers,
Craig

