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    tangent of spline point

    SDK Help
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    • H
      Helper
      last edited by

      On 05/05/2013 at 10:55, xxxxxxxx wrote:

      thank you. i didnt try GetTangentW, because in the sdk it says that it returns the first element. now i get the tangents. however, i had the hope to use the tangents to create a correctly offset position for the points. but, in liniear splines there are no tangents. how can i calculate the direction for the offset so that positive values go into one direction, and negative values go to the opposite direction? (see image)

      i did it like this:

      Vector winkel = VectorToHPB(p2-p1);
      Matrix richtung = HPBToMatrix(winkel, ROTATIONORDER_DEFAULT);

      however, that resulted in point offsets to unwanted directions, like if you changed the green and red for only some of the points in the image. thats why i thought using the tangents could help..

      maybe there is another solution?

      cheers,
      Ello

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      • H
        Helper
        last edited by

        On 05/05/2013 at 11:57, xxxxxxxx wrote:

        If I wanted to move the points of a spline.
        This is the way I'd do it:

        #include "lib_splinehelp.h"  
          
          
          BaseDocument *doc = GetActiveDocument();  
          BaseObject *spline = doc->SearchObject("Spline");  
          PointObject *sp = ToPoint(spline);  
          
          AutoAlloc<SplineHelp> sh;  
          if(!sh) return FALSE;  
          sh->InitSpline(sp);  
          if(!sh->Exists()) return FALSE;  
          
          Vector *spPnts = sp->GetPointW();           //Get all the points in the spline  
          
          Real offsetX = 100.0;  
          Real offsetY = 100.0;                       //Some offset values that can be bound to GUI gizmos  
          Real offsetZ = 100.0;  
          
          LONG pntCnt = sh->GetPointCount();  
          for(LONG i=0; i<pntCnt; i++)  
          {  
              spPnts[i].x += offsetX;  
              spPnts[i].y += offsetY;                 //Move all the points in the spline by this offset amount  
              spPnts[i].z += offsetZ;  
          }  
          
          sp->Message(MSG_UPDATE);                    //Update the changes made to the spline
        

        -ScottA

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        • H
          Helper
          last edited by

          On 06/05/2013 at 00:15, xxxxxxxx wrote:

          yes, i know how to move points, but how do i get the direction when there is no tangent and when  i need to take care that the points need to move all relatively to the right or left side of the spline.. thats the main problem i have here

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          • H
            Helper
            last edited by

            On 06/05/2013 at 03:07, xxxxxxxx wrote:

            You can get the bisecting vector of a point by calculating the arithmetic middle of the adjacent points.

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            • H
              Helper
              last edited by

              On 06/05/2013 at 04:26, xxxxxxxx wrote:

              i guess you mean something like

              tRot = Vector((getAngle(points[i-1],points[i]).x+getAngle(points[i+1],points[i]).x)/2,0,0);
                
              Matrix richtung = HPBToMatrix(tRot, ROTATIONORDER_DEFAULT);
              tPos += Vector(0,0,_ipOffset)*richtung;
              

              this still makes some objects move to the one direction end others to the opposite direction...

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              • H
                Helper
                last edited by

                On 06/05/2013 at 14:13, xxxxxxxx wrote:

                double post, sorry.

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                • H
                  Helper
                  last edited by

                  On 06/05/2013 at 14:15, xxxxxxxx wrote:

                  Not exactly. But I expressed myself not 100% correct. You can get a point that lies on the bisecting
                  line this way:

                  p1 = points[i]
                  p2 = (points[i - 1] + points[i + 1]) * (1 / 2.0)   // I think division is not supported by the vector class
                  bv = (p2 - p1).GetNormalized()
                  

                  Then again you can cross it with one of the adjacent lines and cross it
                  again and you have the tangent:

                  n = bv.Cross(points[i] - points[i - 1])
                  tangent = bv.Cross(n)
                  

                  Best,
                  Niklas

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                  • H
                    Helper
                    last edited by

                    On 06/05/2013 at 21:32, xxxxxxxx wrote:

                    thank you niklas. i'll try if this helps me solve my problem and report back...

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                    • H
                      Helper
                      last edited by

                      On 07/05/2013 at 01:44, xxxxxxxx wrote:

                      hm, this still produces the wrong direction for some points. i have no idea how to get this working...

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                      • H
                        Helper
                        last edited by

                        On 07/05/2013 at 03:18, xxxxxxxx wrote:

                        Hi ello,

                        here, some example code quickly plucked together.

                        import c4d
                          
                        class Tag(c4d.plugins.TagData) :
                          
                            SIZE_SPHERE = c4d.Vector(10)
                            COLOR_SPHERE = c4d.Vector(1, 0.66, 0.02)
                          
                            LENGTH_TANGENT = 20
                            COLOR_TANGENT = c4d.Vector(0.1, 0.95, 0.5)
                          
                            def Draw(self, tag, op, bd, bh) :
                          
                                if not isinstance(op, c4d.SplineObject) :
                                    return True
                          
                                bd.SetMatrix_Matrix(op, op.GetMg())
                                segments = [op.GetSegment(i) for i in xrange(op.GetSegmentCount())]
                                if not segments:
                                    segments = [{'cnt': op.GetPointCount(), 'closed': op.IsClosed()}]
                          
                                pi = 0
                                for segment in segments:
                                    cnt = segment['cnt']
                                    closed = segment['closed']
                          
                                    start = pi
                                    end = pi + cnt
                                    i_start = start
                                    i_end = end
                                    if not closed:
                                        i_start += 1
                                        i_end -= 1
                          
                                        bd.DrawSphere(op.GetPoint(pi), self.SIZE_SPHERE, self.COLOR_SPHERE, 0)
                                        bd.DrawSphere(op.GetPoint(pi + cnt - 1), self.SIZE_SPHERE, self.COLOR_SPHERE, 0)
                          
                                    bd.SetPen(self.COLOR_TANGENT)
                                    if start < end:
                                        for i in xrange(i_start, i_end, 1) :
                                            left = i - 1
                                            right = i + 1
                          
                                            if left < start:
                                                left = end - 1
                                            if right >= end:
                                                right = start
                          
                                            print left, i, right
                          
                                            pleft = op.GetPoint(left)
                                            pright = op.GetPoint(right)
                                            point = op.GetPoint(i)
                          
                                            mid = (pleft + pright) * 0.5
                                            bv = point - mid
                                            n = bv.Cross(point - pleft)
                                            tangent = n.Cross(bv).GetNormalized() * self.LENGTH_TANGENT
                          
                                            pmin = point - tangent
                                            pmax = point + tangent
                                            bd.DrawLine(pmin, pmax, 0)
                          
                                    pi += cnt
                          
                                print "-------------------"
                          
                                return True
                          
                        if __name__ == "__main__":
                            c4d.plugins.RegisterTagPlugin(100003, "Spline Tangents", c4d.TAG_VISIBLE, Tag, "Tsplinetangents", None)
                        

                        Best,
                        -Niklas

                        http://www.file-upload.net/download-7562607/spline-tangents.zip.html

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                        • H
                          Helper
                          last edited by

                          On 07/05/2013 at 03:20, xxxxxxxx wrote:

                          Originally posted by xxxxxxxx

                          this still makes some objects move to the one direction end others to the opposite direction...

                          Uhm, I just see: The result in the image is correct. What else did you expect?
                          The only thing left would be to rotate them about 90° to get the actual tangent (see my example code).

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                          • H
                            Helper
                            last edited by

                            On 07/05/2013 at 04:05, xxxxxxxx wrote:

                            thank you very much, but when i rotate the direction the problem still remains. it just doesnt move left/right but back and forward.. still some point to the opposite..

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