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    tangent of spline point

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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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