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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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

      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

                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 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

                    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 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

                          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 12:14, 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!

                            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 12:18, 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

                              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 12:21, 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?

                                  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 13:19, xxxxxxxx wrote:

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

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