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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

          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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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.

                  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 11:31, 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.

                            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 12:34, 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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