hello kindly may someone help me with finding shortest path i want to draw line ( curves ) like lasso tool on mesh with many face and nodes so may anyone kindly help me please because i found something similar but slow and not accurate something like this video

Yes, it is a really sketchy implementation, and for the old Geometry class. But it does something right too, by building a graph of the faces and applying a search algorithm. It should IMO more cleanly have separated the original geometry from the graph, and (definitely) the temporary structures of the search from the graph too. Also, the A* algorithm, or one of its variants, is a much better fit when you want to find the shortest distance, as it will (in this case) use straight-line distance as a guide to narrowing the search. It is easy to implement, but you will need a priority queue, which can be a min-heap.

kindly could you give me example , and do you mean i should stick with that algorithm that i linked from github ?

No, I do not think you should stick to that, as it neither works nor is efficient or cleanly implemented.

And no, I will not write an example. I recommend checking out the graph and graph search implementations in @Mugen87 's repository https://github.com/Mugen87/yuka (which I assume is well-made, although I think you can get away with an even lighter and less general structure)

thank you a lot is there any other recommendations you want to suggest ?

No problem.

Hmmâ€¦ Maybe switch to a â€śboss-safeâ€ť avatar? (Edit: Much better! )

There is a fast implementation of A* in three-pathfinding. The library has a couple limitations because it assumes the input mesh was generated by a navigation mesh tool:

- Self-intersecting geometry, and probably several other cases that would be common in an arbitrary 3D model, may give unpredictable results.
- The path is not guaranteed to be the shortest possible â€“ good results require fairly uniform triangle sizes in the mesh.

thank you for suggestion

i will check it <3