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    point normals

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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 16/03/2010 at 22:44, xxxxxxxx wrote:

      Thank you! Thats exactly what i need 🙂

      cheers,
      Ello

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 18/03/2010 at 11:48, xxxxxxxx wrote:

        Of course you could also just let C4D tell you what they are - look at: PolygonObject::CreatePhongNormals() - the advantage to that is that phong-break edges are also taken into account.

        Cheers,

        Keith

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 18/03/2010 at 13:24, xxxxxxxx wrote:

          thank you.. now i did this:

            
          Vector n;  
          Vector* phongNormal = myMesh->CreatePhongNormals();  
          for (int i=0;i<pointcount;i++)  
          {  
          n=phongNormal[i] _;  
          }  
          

          Is there anything wrong with my assumption that this should return the normal for point i ? somehow it looks a bit screwed up..

          thanks for your input,
          ello
          _

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 18/03/2010 at 13:48, xxxxxxxx wrote:

            CreatePhongNormals() creates normals for each of a polygon's points. For a cube for instance it will create 6*4 point normals. This is necessary to describe phong breaks. Depending on what you want to achieve this is maybe not really what you are looking for. I am guessing that you are looking for a way to obtain average point normals, right?

            cheers,
            Matthias

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 18/03/2010 at 13:52, xxxxxxxx wrote:

              yes, exactly.. so do you think i should go the way using the Neighbours ?

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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 19/03/2010 at 01:04, xxxxxxxx wrote:

                Well you can still use CreatePhongNormals() and average these normals for each point.

                -build the point normals per polygon array with CreatePhongNormals()
                -iterate through all the points, GetPointR(), GetPointCount()
                -get the adjacent polygons for each point with GetPointPolys()
                -for each adjacent polygon get the point normal for the common point
                -average these normals

                alternatively
                -iterate through all the points, GetPointR(), GetPointCount()
                -get the adjacent polygons for each point with GetPointPolys()
                -calculate the polygon normal for each adjacent polygon (or create an polygon normal array in advance)
                -average these normals

                Since there is no "correct" way you have to try which works better for you.

                cheers,
                Matthias

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 19/03/2010 at 01:29, xxxxxxxx wrote:

                  thank you.. after looking again at my code i found why i got that error message. i wrote Neighbour instead of Neighbor..

                  kind regards,
                  ello

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                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 19/03/2010 at 12:38, xxxxxxxx wrote:

                    Hi, i am still having a problem here.

                      
                                      neighbor.GetPointPolys(i,&dadr,&dcnt);  
                                      GePrint(LongToString(dcnt));
                    

                    dcnt is always 0, but how can this be? there are actually quite a lot of points and polygons in the base mesh..
                    i dont understand this.

                    thanks for any input.
                    cheers,
                    ello

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                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 19/03/2010 at 12:49, xxxxxxxx wrote:

                      Sorry these two lines of code don't say much 🙂 Please post a bigger portion of your code, for instance how you initialized the Neighbor class.

                      cheers,
                      Matthias

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                      • H
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 19/03/2010 at 12:58, xxxxxxxx wrote:

                        oh, ok.. i placed the neighbor.Init(...) in a condition which wasnt true..
                        it works now. thanks for all your help 🙂

                        cheers,
                        ello

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                        • H
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 11/06/2010 at 09:42, xxxxxxxx wrote:

                          hi again,

                          i am still struggling and i thought before further hijacking the other thread i bring this thead up again:

                          here is my code for averaging.. polygonNormal returns the right polygon normals, as seen in this screen:

                            
                            
                                padr = cloneOfBase->GetPointR();  
                                pol = cloneOfBase->GetPolygonR();  
                                numberofclones = cloneOfBase->GetPointCount();  
                                maxcount = cloneOfBase->GetPolygonCount();  
                          ...  
                            
                                        if (neighbor.Init(numberofclones, pol, maxcount, NULL))  
                                        {  
                                            neighbor.GetPointPolys(i, &dadr, &dcnt);  
                                            if (dcnt)  
                                            {  
                                                for (int j=0;j<dcnt;j++)  
                                                {  
                                                    if (dadr[j]<=maxcount)  
                                                    {  
                                                        polyNormal += polygonNormal(nCalc1,nCalc2,padr,pol,dadr[j]);  
                                                    }  
                                                }  
                                                polyNormal /= dcnt;  
                                            }  
                                        }  
                          

                          any ideas??

                          cheers,
                          ello

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                          • H
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 11/06/2010 at 10:18, xxxxxxxx wrote:

                            I see that you're still not normalizing the result of polygonNormal() or of polyNormal, after you've divided it... have you tried that?

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                            • H
                              Helper
                              last edited by

                              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                              On 11/06/2010 at 10:25, xxxxxxxx wrote:

                              yes, that gave me even stranger results. what i dont understand is that it works for most of the points

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                              • H
                                Helper
                                last edited by

                                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                On 11/06/2010 at 11:30, xxxxxxxx wrote:

                                Ok, here is some verified working code that I've stripped out to be stand-alone callable routines...

                                  
                                //---------------------------------------------------------------------------------------   
                                //***************************************************************************************   
                                // GetVertexNormals()   
                                //***************************************************************************************   
                                //---------------------------------------------------------------------------------------   
                                Vector *GetVertexNormals(PolygonObject *pObj)   
                                {   
                                     LONG numVerts = pObj->GetPointCount();   
                                     LONG numPolys = pObj->GetPolygonCount();   
                                     const Vector *pVerts = pObj->GetPointR();   
                                     const CPolygon *pPolys = pObj->GetPolygonR();   
                                  
                                     // initialize neighbor class... this is used to compute m_SrcvNorms   
                                     Neighbor neighbor;   
                                     if( !neighbor.Init(numVerts, pPolys, numPolys, NULL) )   
                                          return NULL;   
                                  
                                     // Allocate array of Normal Vectors to fill in and return   
                                     Vector *pNormals = (Vector * )GeAlloc(numVerts * sizeof(Vector));   
                                     if( !pNormals )     return NULL;   
                                  
                                     // Determine a Normal for each vertex of mesh   
                                     LONG i, j, faceCnt, *pFaces = NULL;   
                                     Vector vNorm;   
                                     for(i=0; i<numVerts; i++)   
                                     {   
                                          vNorm = Vector();          // (re)intitialize   
                                          neighbor.GetPointPolys(i, &pFaces;, &faceCnt;);   
                                          if( faceCnt )   
                                          {   
                                               for(j=0; j<faceCnt; j++)   
                                               {   
                                                    Vector n = CalcFaceNormal(pVerts, pPolys[pFaces[j]]);   
                                                    vNorm += !n;   
                                               }   
                                               vNorm /= faceCnt;          // average the normal(s)   
                                               pNormals[i] = !vNorm;     // normalize and store   
                                          }   
                                          else   
                                               pNormals[i] = Vector(0.0,1.0,0.0);     // default case = Up for any stray verts   
                                     }   
                                     return pNormals;   
                                }   
                                  
                                //---------------------------------------------------------------------------------------   
                                //***************************************************************************************   
                                // AddNormSplineObject()   
                                //***************************************************************************************   
                                //---------------------------------------------------------------------------------------   
                                void AddNormSplineObject(PolygonObject *pObj, LONG splineLen)   
                                {   
                                     Vector *pNormals = GetVertexNormals(pObj);   
                                     if( !pNormals )     return;   
                                  
                                     LONG numNorms = pObj->GetPointCount();   
                                  
                                     // allocate spline object large enough for all points   
                                     SplineObject *splineOp = SplineObject::Alloc(2*numNorms,Tlinear);   
                                     if( !splineOp || !splineOp->MakeVariableTag(Tsegment,numNorms) )   
                                     {   
                                          MessageDialog(String("Spline Object Allocation Failed"));   
                                          GeFree(pNormals);   
                                          return;   
                                     }   
                                     splineOp->SetName(String("NormSplines"));   
                                  
                                     Vector *padr = splineOp->GetPointW();   
                                     Segment *sadr = splineOp->GetSegmentW();   
                                  
                                     if( !padr || !sadr )   
                                     {   
                                          MessageDialog(String("Spline Object Data Setup Failed"));   
                                          GeFree(pNormals);   
                                          SplineObject::Free(splineOp);   
                                          return;   
                                     }   
                                  
                                     const Vector *pVerts = pObj->GetPointR();   
                                     Matrix mg = pObj->GetMgn();   
                                     LONG normCnt = 0;   
                                     LONG vertCnt = 0;   
                                     LONG i;   
                                     for(i=0; i<numNorms; i++)   
                                     {   
                                          sadr[normCnt].cnt = 2;   
                                          sadr[normCnt++].closed = false;   
                                  
                                          padr[vertCnt++] = pVerts[i] * mg;   
                                          padr[vertCnt++] = (pVerts[i] + (pNormals[i] * splineLen)) * mg;   
                                     }   
                                     splineOp->GetDataInstance()->SetBool(SPLINEOBJECT_CLOSED,false);   
                                  
                                     GeFree(pNormals); // done with this now   
                                  
                                     BaseDocument *pBaseDoc = pObj->GetDocument();   
                                     pBaseDoc->InsertObject(splineOp,NULL,NULL);   
                                     splineOp->Message(MSG_UPDATE);   
                                }   
                                

                                ...just cut/paste that into your code and call the AddNormSplineObject() routine with your PolygonObject. Once you've verified that it's working, you can either use it as-is, or reference it to figure out why yours is not working.

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                                • H
                                  Helper
                                  last edited by

                                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                  On 11/06/2010 at 11:31, xxxxxxxx wrote:

                                  If you have any compile errors or trouble with include files, let me know.

                                  1 Reply Last reply Reply Quote 0
                                  • H
                                    Helper
                                    last edited by

                                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                    On 11/06/2010 at 12:08, xxxxxxxx wrote:

                                    thank you very much.. after first crash, i passed my doc to the function like this,
                                    void AddNormSplineObject(PolygonObject *pObj, LONG splineLen,BaseDocument *doc)

                                    and it works.. now i need to understand why it does 🙂

                                    again, thank you very very much for your help!

                                    cheers,
                                    ello

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                                    • H
                                      Helper
                                      last edited by

                                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                      On 11/06/2010 at 12:14, xxxxxxxx wrote:

                                      D'oh! I guess that your PolygonObject wasn't yet attached to the scene :). I usually test all results before using pointers like that, but I kinda threw that in there at the last minute when I was stripping out my old Class member code.

                                      Anyway... if you want, you can just use that GetVertexNormals() routine as-is (just be sure to GeFree() the array when you're done with it).

                                      Good luck!

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                                      • H
                                        Helper
                                        last edited by

                                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                        On 11/06/2010 at 12:18, xxxxxxxx wrote:

                                        i now used the pNormals to rotate my clones and now it looks like when i told you how it looked after i used the normalised normals:

                                        any idea? how can this be?? i'll have to recheck my code after the rotation. i just dont understand why it works for polygons, but not for points. very strange

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                                        • H
                                          Helper
                                          last edited by

                                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                          On 11/06/2010 at 12:21, xxxxxxxx wrote:

                                          I'd need to see the rest of your code (where/how you are using the normals), but my guess is that it's something to do with the Matrices.

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                                          • H
                                            Helper
                                            last edited by

                                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                            On 11/06/2010 at 12:34, xxxxxxxx wrote:

                                            can i send you the code via mail?

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