Transform Onto Curve

Using VEX to place packed primitive on curve and aligning primitive with curve normal.

There’s certainly other approaches – especially if you want to distribute lots of objects on a curve. I created this solution as a small part of a larger system where I want the user to be able to place data markers on a curve – and I like how the approach highlights using vectors to create a matrix in order to transform geometry.


Curve Normal, Binormal, and Tangent

In this example we use a PolyFrame to add a tangent.

The PolyFrame has these settings:

Next we do a PointWrangle

Below VEX inverts the tangent so that it points “forward”; that is, from a lower indexed point towards a higher indexed point.

We also generate a binormal. This is orthogonal to the tangent in the horizontal plane.

A normal is generated from the tangent and binormal. This will be an “upward” vector that tilts with the vertical slope of the curve.

vector tangent = v@tangent;

tangent = normalize(tangent * -1);
vector binormal = cross(tangent, {0,1,0});
vector normal = cross(binormal, tangent);

v@tangent = tangent;
v@binormal = binormal;
v@normal = normal;

At this location of the graph each point has these attributes:

  • P
  • tangent (forward vector)
  • binormal
  • normal (upward vector)

Transform Primitive

Now we bring in our packed primitive as input[0] to an AttributeWrangle (named “transform_primitive_”) set to run over Detail. The curve is routed through input[1].

We merge the result of the AttributeWrangle and the curve so we can get a better view of what’s happening.

/*
Parameter allowing user to select a parametric value between 0 and 1.
The parametric location value represents a location on the curve
expressed as a fraction of its length. A value of 0 represents the start
of the curve while 1 is the end of the curve.
*/
float location = ch("location");

// Using the location we compute the closest point on the curve.
int num_points = npoints(1);
float u_value = lerp(0, num_points - 1, location);
int point_num = int(rint(u_value));

/*
Now we collect information about that curve location.
If we want to place the packed primitive between points
along the the curve we could use primuv(1, "P", 0, uvw)
where uvw.x = location instead.
*/
vector position = point(1, "P", point_num);

vector tangent = point(1, "tangent", point_num);
vector binormal = point(1, "binormal", point_num);
vector normal = point(1, "normal", point_num);

// Create a matrix to transform with (rotation and scale)
matrix3 rotation_matrix = set(binormal, normal, tangent);
setprimintrinsic(0, "transform", 0, rotation_matrix);

// Translate the single point of the packed primitive
setpointattrib(0, "P", 0, position, "set");

// Geometry spreadsheet feedback for which point was used
i@point_num = point_num;

Now you can visualize the OUT node and change the above Location parameter and see how the packed primitive is placed on and aligned with the curve.

About the Author

Martin Karlsson

Technical Leadership | Pipelines | Houdini | VEX | Maya | Python | Photogrammetry