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Anonymous
in reply to: RodrigoEiras

Hi Rordigo,

 

thanks for your kind answer, I did not follow that specific route but rather turned to Vectorial math to determine the different points I need.

 

Basically, very summarized:

 

Given the "outer" SPLINE, I'm able to interate on the different handles of the spline. From these handles, I'm able to find out the different tangents to said handles and from there, determining the unit vector for each handle is trivial.

 

Once I have the vector, I'm able to determine any other vector to a given angle thru Vectorial Maths. Specifically, the "normal" or "perpendicular" vector is as simple as to swap the X and the Y components and change one of their signs (X,Y) becomes (-Y,X).

 

As I now have a new vector (the -Y,X), a distance to produce the "inner" spline and a starting point (the original point from the outer spline), I'm able to determine via scale where the point for the inner spline should be.

 

From that point over, to generate a new spline is trivial, once you reordered/removed some of the points to avoid nasty overlaps. The new points are exactly at the defined distance from the outer skin and the profile is perfectly identified.

 

As mentioned. I'm not finding much info in regards of the topic, and had to use a little imagination and go back to my daughter's math and physics books to determine what exactly could be done with vectorial and matricial calculations in 2D and 3D space...

 

regards,