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    sort of spline boole..

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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 21/11/2009 at 02:31, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:      
      Language(s) :     C++  ;

      ---------
      Hi,

      I need to get sth done but im not sure about tzhe best approach, as i dont have so much experience with splines actually.

      Here's the problem:
      Imagine you have some arbitrary spline and you want everything beyond a certain X-value to be flat, just like you booled it with an rectangle, that came in from the side.

      My first idea was to use the built-in GetPosition(t) and GetTangent(t) function which would give me a vector position and a tangent for that position on the spline, in regards to its length (t: 0->1.0).

      The problem is though i dont have that 't' value. all i have is an x-value like, everything beyond x=20.0 should be flat.

      What i need is all points on the spline, that have x=20.0 *and* the tangents of those points.

      Any ideas how to do that ?
      Maybe the SplineHelp class can help there, but it looks like all important functions work on the length of the spline exclusively.

      thanks,
      Daniel

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 25/11/2009 at 04:02, xxxxxxxx wrote:

        Hi,
        i narrowed it down a little, by finding the indices of the SplineObject points[] , between which the point lies that i need.

        I can probbaly compute the t-value of those indices that are before and after the point i need, by computing splineLength, length up to the index, and using uniformToNatural.

        But where to go from there.. ?
        I'll probably just try some recursive approximation with an epsilon for biggest error, if i cant figure out anything better.

        I wonder how the spline intersection points of the Mograph SplineBoole get computed, as this is more or less the same problem..

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