Polygon Position
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On 24/02/2010 at 02:43, xxxxxxxx wrote:
I recommend to read up on Vector and Matrix arithmetics.
http://www.flipcode.com/documents/matrfaq.html
Also the CINEMA 4D R9.5 COFFEE documentation has a very good tutorial on using matrices.
Especially vector cross products are essential to build your own cutom rotation matrices.
I can not debug or write your plugin, sorry.
cheers,
Matthias -
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On 24/02/2010 at 02:48, xxxxxxxx wrote:
Thanks for the link Matthias. LOL... I don't want you to write it for me. Where's the fun in that.
~Shawn
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On 24/02/2010 at 07:31, xxxxxxxx wrote:
Great tutorial on Matrices. Thanks for that.
~Shawn
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On 25/02/2010 at 03:47, xxxxxxxx wrote:
Is there a c++ equivalent to the function you mention in the tutorial GetMulP()?
or would I just use
firstSelection->SetPos(opMatrix * points[lngA]);
first selection being my object, and points[lngA] being the vector location of the point I am trying to move the object to.
Thanks,
~Shawn
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On 25/02/2010 at 05:47, xxxxxxxx wrote:
Yes, multiplying a vector with a matrix transforms the vector into the matix' space.
The Matrix class has several overloaded operators for matrix-matrix and matrix-vector arithmetics.
cheers,
Matthias -
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On 26/02/2010 at 09:38, xxxxxxxx wrote:
Okay... SO I think I kindof understand a rotation matrix now. I need to find the vector from the center of the polygon which I did with
polyLocation = (points[lngA] + points[lngB] + points[lngC] + points[lngD]) / 4;
This gives me a vector that represents the very center of the polygon
Then I need another point along the same plane which I use points[lngA]. This is the first point in the polygon.
So mathematically that gives me A & B. Assuming my equation is C = A x B. So to get the point which represents the Z axis or the point hovering directly above the polygon face, I simply multiply
Vector rotC = polyLocation * points[lngA];
And this should give me my rotation matrix correct?
So now my question is how do I then rotate my object to match that rotation matrix? Here is what I am trying.
//ROTATION MATRIX //GetPoints Vector p1 = polyLocation; Vector p2 = points[lngA]; //Contruct Matrix Matrix rotMatrix; rotMatrix.off = p1; //The base of the matrix rotMatrix.v1 = !(p2 - p1); //X axis points toward the second point rotMatrix.v2 = !(p2-p1%Vector(0,1,0)); //Y Axis is perpendicular to the X axis rotMatrix.v3 = rotMatrix.v1 * rotMatrix.v2; Vector scale = Vector(Len(rotMatrix.v1), Len(rotMatrix.v2), Len(rotMatrix.v3)); //Get Scale Vector pos = rotMatrix.off; ///Get the Position //Create a vector which contains the rotation matrix. Vector rot1 = MatrixToHPB(rotMatrix); firstSelection->SetPos(opMatrix * polyLocation); firstSelection->SetRot((rot1));
Please let me know if I am way off base here and am going about this completely wrong so that I know not to continue in this way. Thanks lot for your help.
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On 01/03/2010 at 06:22, xxxxxxxx wrote:
Thanks for all your help Jack. I have officially filled up your PM box. I didn't notice that what you sent me was different. Thanks for that.
~Shawn
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On 03/03/2010 at 17:15, xxxxxxxx wrote:
Hey folks. So I believe that I have created the rotation matrix correctly. And when I click the polygon on the second object the object moves to that polygon correctly, however it does not rotate correctly. Sometimes it rotates a bit but not the way it should. I want the firstSelection object to rotate so that it is sitting flush with the polygon no matter what the rotation of the polygon is. Does anyone see any reason in the following code why this wouldn't be happening?
Any help would be greatly appreciated. This one's a bit frustrating.
for (lngI=0; lngI < lngPolygonCount; lngI++) { if (bsPoly->IsSelected(lngI)) { lngA = selectedPoly[lngI].a; lngB = selectedPoly[lngI].b; lngC = selectedPoly[lngI].c; lngD = selectedPoly[lngI].d; //Caclulate the polygon position. if (selectedPoly[lngI].c == selectedPoly[lngI].d) { polyLocation = (points[lngA] + points[lngB] + points[lngC]) / 3; //Polygon is a Triangle } else { polyLocation = (points[lngA] + points[lngB] + points[lngC] + points[lngD]) / 4; //Polygon is not a Triangle } //Align 1st Selection to the polygon of 2nd Selection (X AXIS) if (polyLocation.x > 0) { //ROTATION MATRIX //GetPoints Vector p1 = polyLocation; Vector p2 = points[lngA]; Vector scale = Vector(Len(opMatrix.v1), Len(opMatrix.v2), Len(opMatrix.v3)); //Get Scale //Contruct Matrix Matrix rotMatrix; rotMatrix.off = p1; //The base of the matrix rotMatrix.v3 = !(p1); //Z Axis is along the normal rotMatrix.v1 = !(p2 - p1); //X axis points toward the second point rotMatrix.v2 = rotMatrix.v1%rotMatrix.v3;//Y Axis is perpendicular to the X axis rotMatrix.v1 = !(rotMatrix.v3%rotMatrix.v2);//recreated second axis.. using cross product. rotMatrix.v1 = !(rotMatrix.v1 * scale.x); rotMatrix.v2 = !(rotMatrix.v2 * scale.y); rotMatrix.v3 = !(rotMatrix.v3 * scale.z); Vector rot1 = MatrixToHPB(rotMatrix); firstSelection->SetMg(rotMatrix); firstSelection->SetPos((opMatrix * polyLocation) + firstSelection->GetRad().x); //firstSelection->SetRot(rot1); }
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On 03/03/2010 at 18:21, xxxxxxxx wrote:
Do I need the world coordinates of the points I am using for this to work properly?
~Shawn
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On 09/03/2010 at 17:20, xxxxxxxx wrote:
I feel like I have done the rotation matrix correctly here. But my object is not rotating to the normal of the polygon. Does anyone see anything that I am doing wrong creating the rotation matrix?
I would GREATLY, appreciate any help anyone could offer. This one is irritating me because everything I have read about rotation matrices says that I am doing it right. I am using a vector that represents the center of the polygon (polygonLocation) I am using another point in the polygon to determine the plane upon which the polygon rests. I am then using the cross product of those vectors to determine the up vector that is perpendicular to the plane. So, if my understanding of rotation matrices is correct, this should create a rotation matrix that can then be adapted by an object and that object should rotate to the normal of the polygon.
However, that is not happening with what I have pasted above. I am at a loss. Does anyone see anything that I am doing wrong?
Thanks so much for anyone who has the time to help me out.
~Shawn
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On 15/03/2010 at 01:25, xxxxxxxx wrote:
Originally posted by xxxxxxxx
I am using a vector that represents the center of the polygon (polygonLocation) I am using another point in the polygon to determine the plane upon which the polygon rests. I am then using the cross product of those vectors to determine the up vector that is perpendicular to the plane.
This part is wrong.
Assume that A is the midpoint of your polygon and B is one of the polygon points.
N is the polygon normal.You have to build the cross product of (B-A) and N for one of the matrix axes, let's say for V1.
Then build the cross product of this new axis and the normal for the second matrix axis, V2.
The normal is the third axis of the matrix, V3.
The polygon midpoint is the matrix offset, V0 or off.cheers,
Matthias -
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On 15/03/2010 at 02:41, xxxxxxxx wrote:
Thanks Matthias,
I must not fully understand how to get the normal then. I thought that the normal was A - B. How to I get the value for N then?
THanks,
~Shawn
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On 15/03/2010 at 02:47, xxxxxxxx wrote:
Would I use
CalcFaceNormal()_<_h4_>_
~Shawn
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 15/03/2010 at 02:49, xxxxxxxx wrote:
For triangles the normal is the cross product of two edges of the triangle. For quadrangles it's not exactly defined. The easiest way which gives a good result is too use the cross product of the diagonales.
PS. please read up on 3D geometry basics, it will help you in the long run. Most of it can be found through Google and Wikipedia.
cheers,
Matthias -
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On 15/03/2010 at 03:06, xxxxxxxx wrote:
So to calculate the normal of a quad would I do something like this... Assuming that the points in a quad are A, B, C, and D
QUAD
N = (A-C)%(D-B)
TRIANGLE
N = (A-C)%(B-C)
SOmething like that?
Does CalcFaceNormal() do this for you? or is that something completely different?
Thanks a lot for your help,
~ Shawn
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On 15/03/2010 at 03:23, xxxxxxxx wrote:
yes and yes
source code of CalcFaceNormal()
inline Vector CalcFaceNormal(const Vector *padr, const CPolygon &v) { if (v.c==v.d) return !((padr[v.b]-padr[v.a])%(padr[v.c]-padr[v.a])); else return !((padr[v.b]-padr[v.d])%(padr[v.c]-padr[v.a])); }
cheers,
Matthias -
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On 15/03/2010 at 12:00, xxxxxxxx wrote:
does CalcFaceNormal work for you?? when i use it i get only nonsense rotations.
cheers,
ello -
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On 15/03/2010 at 12:32, xxxxxxxx wrote:
What are you trying to do?
~Shawn
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On 15/03/2010 at 12:41, xxxxxxxx wrote:
i am just trying to rotate some clones according to a surface normal. and using CalcFaceNormal results in this:
http://tempfiles.earthcontrol.de/nm01.jpg -
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On 15/03/2010 at 12:56, xxxxxxxx wrote:
hmmmm... what are you using for the "padr" and for "v"... ?
in
CalcFaceNormal(padr, v)