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Hugo <hua### [at] post3teledk> wrote in message news:3c87948e@news.povray.org...
> // My macro to calculate normal of a triangle plane
> #macro CalcNorm(Face_Cnt)
> #local V1=Vertices[Faces[Face_Cnt].x];
> #local V2=Vertices[Faces[Face_Cnt].y];
> #local V3=Vertices[Faces[Face_Cnt].z];
> vcross(V2-V1,V3-V1);
> #end
>
> Will your extended code be able to fit in
> here somewhere? :o)
Check this out. My final code is already implemented. This is what I have
been testing. Tor said in another thread that normalizing sums of the
non-normalized vcross of each triangle would give the correct weighted
normal, and he was correct. The only necessary change was from
VPerp_To_Plane to vcross. This actually removes a step, not adds one. I have
tested this several times and have gotten identical results to finding the
normal and area in two seperate steps!
I am pretty sure that vcross(V2-V1,V1-V3) gives a more accurate result than
vcross(V2-V1,V3-V1). Just going on what I have heard on that one. Haven't
tested it myself.
-Shay
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