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On 12/08/2007 at 12:43, xxxxxxxx wrote:
Cinema 4D Version: 10.111
Platform: Windows ;
Language(s) : C++ ;
I get the position of a point in a spline like this:
SplineObject* PathSpline = static_cast<SplineObject*>(SC_SplineObj);
SC_Matrix_Base.off = PathSpline->GetSplinePoint(SC_SplinePos);
(The object 'SC_SplineObj' is coming from the attributes of my expression tag. User links a spline object there. The value 'SC_SplinePos' is a Real between 0..1)
When I use this code, I only get the local coordinates of the spline point. This means, when I rotate or move the spline object, I still get the same coordinates, which is bad.
How can I get the global coordinates of the point?
I thought about adding the global position of the spline object to the point coordinates, but that doesn't solve the problem of a rotated spline object.
Thanks in advance for any helpful tips, hints and spanks on the forehead.
On 12/08/2007 at 14:24, xxxxxxxx wrote:
You need to multiply the point with the global matrix of the spline: PathSpline->GetSplinePoint(SC_SplinePos)*PathSpline->GetMg();
On 12/08/2007 at 14:36, xxxxxxxx wrote:
I can multiply a point (Vector) with a Matrix?
I just thought I understood the rules of C++
Thanks, I'll try that!
On 12/08/2007 at 14:55, xxxxxxxx wrote:
Yeah, and it totally worked!
On 12/08/2007 at 16:10, xxxxxxxx wrote:
That's how one applies transformations to points, vectors, and vertices - by multiplying it by the matrix:
vector' = vector * matrix
That simple. The '*' is called an 'operator' in C++/Java. It associates a base operator to perform functions for the class that cannot be done with the operator generally - 'matrix + matrix' is meaningless since matrix is a class not a number, so you create a '+' operator and define the function that represents 'adding' two matrices, for instance. If you look at ge_matrix.h in the resource:_api folder you'll see the operators defined.
On 13/08/2007 at 02:23, xxxxxxxx wrote:
And as you were a COFFEE guy before, this is the same as GetMulP().
As Rob explained, actually you can multiply everything with anything if you define the according operator.
On 15/08/2007 at 01:24, xxxxxxxx wrote:
Seems, that is the cool thing as well as the confusing thing in C++... everything's possible.