Cannot get correct point values on spline
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/10/2006 at 10:11, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9.6
Platform:
Language(s) : C++ ;---------
Hi,
Ive come into a really strange problemSplineObject *spline = static_cast<SplineObject*>(doc->GetActiveObject()); Vector *points = spline->GetPoint(); Vector p = Vector(0); p = points[1]; Vector u = !p;
If I create a default Circle Primitive, make it editable (and leave it at its default location)
then I run the above code.
In Cinema 4D, the second point on the spline is at location <0, 200, 0>. Cinema 4D reports this and you can clearly see it too.
When I attempt to use the coe above, the resulting vector is <1.22, 200, 0> and its unit vector is <6.0, 1.0, 0>
Why is this? How is it even possible to have a unit vector with a 6 on the x?
Ive been staring at this for the past hour now, and I can't see whats wrong -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 16/10/2006 at 02:55, xxxxxxxx wrote:
It works without a problem here. My code:
SplineObject *spline = static_cast<SplineObject*>(doc->GetActiveObject()); Vector *points = spline->GetPoint(); Vector p = Vector(0); p = points[1]; Vector u = !p; GePrint( RealToString(p.x) + " " + RealToString(p.y) + " " + RealToString(p.z) ); GePrint( RealToString(u.x) + " " + RealToString(u.y) + " " + RealToString(u.z) );
cheers,
Matthias