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 From:  Frenchy Pilou (PILOU)
9476.407 
Seems there i a glitch or i miss something ?
The vertical Vector must be inversed when order is inversed itself!



EDITED: 5 Jun 2020 by PILOU

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 From:  bemfarmer
9476.408 In reply to 9476.407 
Using ConvertPts on the point output shows the correct right hand point. (The "inverted" point.)

The vector displayed for the inverted point does seem to be incorrect. I'm investigating the code, which seems very difficult for my brain to understand :-)

- Brian

In the vector.js code, line 31 creates the vectors, using orient_line_to_line. line 287 codes for the incorrect inverted vector.
this and that do not make sense to me...

EDITED: 5 Jun 2020 by BEMFARMER

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 From:  Frenchy Pilou (PILOU)
9476.409 In reply to 9476.408 
So if we must use artificially the Invert node, that say there is a glitch! ;)
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Frenchy Pilou (PILOU)
9476.410 
Extention's Nodes
Vector Section
VecAngle Node
English

https://moiscript.weebly.com/vector.html#vecangle



EDITED: 1 Jul 2020 by PILOU

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 From:  bemfarmer
9476.411 In reply to 9476.409 
There is an excellent series of YouTube videos about vectors and matrices here:

https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab

I've watched only #6 and #10, so far. The perspective is about areas and volumes of linear transformations.

#10 is about Cross Product, in 2D and 3D. A negative determinate means that the 3rd vector of the cross product is in the negative direction.
So maybe the vector.js code for Cross Product, line 287, should take the determinant (3D?), and then the code in line 34 modified so that in the case of a negative
determinant, bPt1 would be modified to be (0, 0, -1), instead of (0, 0, +1). (?)

Then the third vector "c" would still follow the right hand rule.
(Note that point "c" is calculated correctly, it is just the vector display that is not correctly oriented for the case of a negative determinant.)

In Pilou's example, when the order of the Cross Product is reversed, the sign of the determinant is reversed. The displayed vector should be negated.

- Brian
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 From:  Frenchy Pilou (PILOU)
9476.412 In reply to 9476.411 
Cool pedagogic serial!
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Frenchy Pilou (PILOU)
9476.413 
Extention's Nodes
Vector Section
LineByVec Node
English

https://moiscript.weebly.com/vector.html#linebyvect



EDITED: 1 Jul 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9476.414 
Extention's Nodes
Vector Section
Rotate Vector Node
English

https://moiscript.weebly.com/vector.html#rotatevec



EDITED: 1 Jul 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9476.415 
Extention's Nodes
Vector Section
Line2Vec Node
English
https://moiscript.weebly.com/vector.html#line2vec



EDITED: 1 Jul 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9476.416 
Extention's Nodes
Vector Section
VectBy2Pts
English

https://moiscript.weebly.com/vector.html#vecby2pts



EDITED: 1 Jul 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9476.417 
Extention's Nodes
Vector Section
Scale Vector node
English

https://moiscript.weebly.com/vector.html#scalevec



EDITED: 1 Jul 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9476.418 
Extention's Nodes
Vector Section
PointDist Node
English



---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Frenchy Pilou (PILOU)
9476.419 
Extention's Nodes
Vector Section
CrossProduct Node
English



EDITED: 2 Jul 2020 by PILOU

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 From:  Finema
9476.420 In reply to 9476.419 
what's that thing for?
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 From:  Frenchy Pilou (PILOU)
9476.421 In reply to 9476.420 
It's for all operations you can make if you want use Vectors inside your coding...
show Normal of surfaces, graphic's power of something, etc...



EDITED: 2 Jul 2020 by PILOU

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 From:  Karsten (KMRQUS)
9476.422 In reply to 9476.408 
Hello Brian,

I had a look to the code. I'm sure you will not find a bug. It seem that the line 35 generates the problem.
The function to create the vector-display works as follow:
- creating a line with length 1 and a cone for the tip of the base vector display
- orient this base vector display to start and end of the vector that should displayed by using "factory('orientlinetoline', that.bVec, bPt0, bPt1, tPt0, tPt1, null, 'scale, stretch');"

but it seems that here is a problem - orientlinetoline generates weired results (tested with MoI V3) when the target has the same orientation as the start orientation especially in the main directions. After the factory is initialised and get other inputs (not in the main dirs) everything works fine as espected. Maybe Michael have a look.

Which Version do you an Pilou use at the moment.

A nice day to all
Karsten






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 From:  wayne hill (WAYNEHILL5202)
9476.423 
When the X and Y are at zero, the Z axis vector defaults to positive. Using James's Node Editor extended version with MoI v4 January 2020 Beta.



EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  bemfarmer
9476.424 In reply to 9476.422 
Thank you Karsten.
I'm using the nodeeditor version updated by James.

... perceived possible problem with using orient line to line command to place cross product vector...

- Brian
(Most of post deleted)

EDITED: 4 Jul 2020 by BEMFARMER

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 From:  Frenchy Pilou (PILOU)
9476.425 In reply to 9476.422 
<< What version do you use ?
Last version of James & V 4 beta
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Karsten (KMRQUS)
9476.426 
Hello Brian, Hello Wayne,

it's difficult to say what happens. I think that internally a transformation matrix is used for this operation/factory. To create one, you need additional informations like the rotational information that are not given by two lines and certainly not when they are parallel. I had the same problem for the getCrvSFrame. The only info you have here is the direction/tangent of the curve. To create a frame/local coordinate system I used the dominant directions of the main coordinate system. That leads to some weired effects while changing the curves geometry -> flipping axes. Another method would be to use also the center of a soothing circle, but that would fail for straight lines. And yes - it is similar to the gimbal lock. A possible workarround is to add tiny values for the display of the vector - that helps the factory to calculate the orientation.

Maybe Michael can tell us what's going on under the bonnet.

A nice day to all
Karsten
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