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    tangent of spline point

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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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