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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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                                      • 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 13:19, xxxxxxxx wrote:

                                        Sure... typhoon [at] jetbroadband [dot] com

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