Cannot get correct point values on spline

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On 14/10/2006 at 10:11, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   9.6 
Platform:      
Language(s) :     C++  ;

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Hi,
Ive come into a really strange problem

    
    
    
    
    SplineObject *spline = static_cast<SplineObject*>(doc->GetActiveObject());
    
    
    
    
    Vector *points = spline->GetPoint();
    
    
    
    
    Vector p = Vector(0);
    
    
    
    
    p = points[1];
    
    
    
    
    Vector u = !p;
    
    
    

If I create a default Circle Primitive, make it editable (and leave it at its default location)
then I run the above code.
In Cinema 4D, the second point on the spline is at location <0, 200, 0>. Cinema 4D reports this and you can clearly see it too.
When I attempt to use the coe above, the resulting vector is <1.22, 200, 0> and its unit vector is <6.0, 1.0, 0>
Why is this? How is it even possible to have a unit vector with a 6 on the x?
Ive been staring at this for the past hour now, and I can't see whats wrong

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 16/10/2006 at 02:55, xxxxxxxx wrote:

It works without a problem here. My code:

  
SplineObject *spline = static_cast<SplineObject*>(doc->GetActiveObject());  
  
Vector *points = spline->GetPoint();  
  
Vector p = Vector(0);  
  
p = points[1];  
       
Vector u = !p;  
  
GePrint( RealToString(p.x) + " " + RealToString(p.y) + " " + RealToString(p.z) );  
GePrint( RealToString(u.x) + " " + RealToString(u.y) + " " + RealToString(u.z) );  

cheers,
Matthias