Euclidean Shortest Path Algorithm
	
	Euclidean Shortest Path (ESP) algorithm calculates shortest length curve (path) 
        between two points in 3D space, which does not intersect any objects involved in 
        the calculation.  
    The Start and Target points must not be located inside of any object involved, 
        but very often the points are located on surface(s) of one or several objects. 
    ESP algorithm requires some initial path connecting the points to be defined to 
        perform the optimisation. Most often the problem has multiple solutions. The 
        supplied initial path is used to select the required solution. Use a trivial path 
        containing only start and target points when the initial path is not known or 
        choice of solution does not matter (see below). 
    The optimal solution can be considered as the result of constrained movement of 
        the initial path as if it was a stretched rubber band. The solution is pseudo global. In most situations it will be the best solution achievable by continuous transformation of the initial path. 
    To perform the calculation use 
        IEuclideanShortestPath_KC interface. 
        The interface can be obtained by calling
        IDIObjGenerator.Create method 
        with eType parameter set to eObjTypeESPAlgorithm 
        value from  EObjectType 
        enumeration and querying
        IEuclideanShortestPath_KC 
        from the returned object. 
    Objects involved in the calculation must have Mesh geometry type. Use 
        IEntity_DG.SetGeometryType("Mesh") 
        to convert objects to mesh programmatically. This conversion can also be performed via saving to a mesh file format vrml, stl, obj, etc. 
    See more details at
        IEuclideanShortestPath_KC 
    See also: Euclidean Shortest Path sample 
	  
	
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