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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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 From:  Frenchy Pilou (PILOU)
9476.427 
Extention's Nodes
Vector Section
VecMagn Node
English
https://moiscript.weebly.com/vector.html#vecmagn

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  bemfarmer
9476.428 In reply to 9476.426 
Possibly relevant are Michael's posts here:
https://moi3d.com/forum/index.php?webtag=MOI&msg=9864.5
- Brian
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 From:  Michael Gibson
9476.429 In reply to 9476.422 
Hi Karsten,

re:
> 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.

It looks like a bug in orient line to line, part of how it works is it takes the cross product between the 2 directions to make a vector to rotate around but it is not handling the case well when the 2 directions are parallel when the cross product is undefined. I'll investigate to see if I can fix up that case.

- Michael
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 From:  Frenchy Pilou (PILOU)
9476.430 
Extention's Nodes
Vector Section
Frame by Vectors Node
English
https://moiscript.weebly.com/vector.html#framebyvecs



---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Frenchy Pilou (PILOU)
9476.431 
I don't know how works ColorVec ? (and if it's terminated)
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Karsten (KMRQUS)
9476.432 In reply to 9476.431 
Hello Pilou,
at first - great job.
ColorVec only make sense for a bundle of vectors - then it colors the vectors dependent of their length.
Nothing more.

A nice day to all
Karsten
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 From:  Frenchy Pilou (PILOU)
9476.433 In reply to 9476.432 
So color are randomly following the length or that goes from cold to warm or other ...?
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Karsten (KMRQUS)
9476.434 In reply to 9476.433 
Hello Pilou,
from blue (short) to red (long).
You can also generate vector fields:-)




Have a nice day
Karsten

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 From:  Karsten (KMRQUS)
9476.435 In reply to 9476.429 
Hello Michael,

thank you for the detailed information. I will have a look to change the code to avoid this factory.

Have a nice day
Karsten
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 From:  Frenchy Pilou (PILOU)
9476.436 
@Kasten
Perfect! That will closed in Fireworks the Vector Section!

The berturbating was the "Left Output" of the Color Node:)

I suppose i can take your example for the Repository?
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 From:  Karsten (KMRQUS)
9476.437 In reply to 9476.436 
Yep!
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 From:  Frenchy Pilou (PILOU)
9476.438 In reply to 9476.437 
@ Karsten You don't use the 1.0 Node editor ???

Cool!
So

Extention's Nodes
Vector Section
Colorvec Node
English
https://moiscript.weebly.com/vector.html#colorvec



EDITED: 6 Jul 2020 by PILOU

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 From:  fcwilt
9476.439 In reply to 9476.430 
Hi,

I gather you are developing things to enhance the node editor?

If so are they enhancements we can add to our node editor and, if so, how do we do that?

Thank you.

Frederick
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