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我需要在C#中的两个模型之间进行布尔相减。其中一个网格完全位于另一个网格内,所以我希望能够扭转一个模型的法线并将两个模型相加。尽管如此,我仍然对如何扭转常态产生了疑虑。C#Calucate曲面正常反而不是布尔减法
这是我如何计算的表面法线:
//creates surface normals
Vector3D CalculateSurfaceNormal(Point3D p1, Point3D p2, Point3D p3)
{
Vector3D v1 = new Vector3D(0, 0, 0);
Vector3D v2 = new Vector3D(0, 0, 0);
Vector3D normal = new Vector3D(0, 0, 0);
// Finds The Vector Between 2 Points By Subtracting
// The x,y,z Coordinates From One Point To Another.
// Calculate The Vector From Point 2 To Point 1
v1.X = p1.X - p2.X;
v1.Y = p1.Y - p2.Y;
v1.Z = p1.Z - p2.Z;
// Calculate The Vector From Point 3 To Point 2
v2.X = p2.X - p3.X;
v2.Y = p2.Y - p3.Y;
v2.Z = p2.Z - p3.Z;
// Compute The Cross Product To Give Us A Surface Normal
normal.X = v1.Y * v2.Z - v1.Z * v2.Y; // Cross Product For Y - Z
normal.Y = v1.Z * v2.X - v1.X * v2.Z; // Cross Product For X - Z
normal.Z = v1.X * v2.Y - v1.Y * v2.X; // Cross Product For X - Y
normal.Normalize();
return normal;
}
有一个简单的方法来反转表面正常吗?
谢谢,我会试试看。 –
谢谢,这是颠倒了法线。这不是我想要的结果,但是我知道更多关于发生了什么事情后,我会发布另一个问题。 –