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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 18/03/2010 at 13:24, xxxxxxxx wrote:

      thank you.. now i did this:

        
      Vector n;  
      Vector* phongNormal = myMesh->CreatePhongNormals();  
      for (int i=0;i<pointcount;i++)  
      {  
      n=phongNormal[i] _;  
      }  
      

      Is there anything wrong with my assumption that this should return the normal for point i ? somehow it looks a bit screwed up..

      thanks for your input,
      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 18/03/2010 at 13:48, xxxxxxxx wrote:

        CreatePhongNormals() creates normals for each of a polygon's points. For a cube for instance it will create 6*4 point normals. This is necessary to describe phong breaks. Depending on what you want to achieve this is maybe not really what you are looking for. I am guessing that you are looking for a way to obtain average point normals, right?

        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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 18/03/2010 at 13:52, xxxxxxxx wrote:

          yes, exactly.. so do you think i should go the way using the Neighbours ?

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 01:04, xxxxxxxx wrote:

            Well you can still use CreatePhongNormals() and average these normals for each point.

            -build the point normals per polygon array with CreatePhongNormals()
            -iterate through all the points, GetPointR(), GetPointCount()
            -get the adjacent polygons for each point with GetPointPolys()
            -for each adjacent polygon get the point normal for the common point
            -average these normals

            alternatively
            -iterate through all the points, GetPointR(), GetPointCount()
            -get the adjacent polygons for each point with GetPointPolys()
            -calculate the polygon normal for each adjacent polygon (or create an polygon normal array in advance)
            -average these normals

            Since there is no "correct" way you have to try which works better for you.

            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 01:29, xxxxxxxx wrote:

              thank you.. after looking again at my code i found why i got that error message. i wrote Neighbour instead of Neighbor..

              kind regards,
              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 12:38, 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

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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 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

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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 10:18, 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

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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 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.

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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 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

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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 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!

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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 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

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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 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.

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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 12:34, xxxxxxxx wrote:

                                        can i send you the code via mail?

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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 13:19, xxxxxxxx wrote:

                                          Sure... typhoon [at] jetbroadband [dot] com

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