If I have three points and always want the visible face should be the side that is “facing” from origo, is there a shortcut to calculate the normal of the plane ?
Like this
mesh.Positions.Add(p0);
mesh.Positions.Add(p1);
mesh.Positions.Add(p2);
mesh.TriangleIndices.Add(0);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(2);
normal = Vector3D(1,1,1);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
model = new GeometryModel3D(mesh, material);
Or do I have to calculate the normal every time ?
If I have to calculate the normal, what is the algorithm for that, I have looked on the internet and tried a couple methods but they make me suspicious, like this one.
normal = CalculateNormal(p0, p1, p2);
Where CalculateNormal is
public static Vector3D CalculateNormal(Point3D p0, Point3D p1, Point3D p2)
{
Vector3D v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
Vector3D v1 = new Vector3D(p1.X - p2.X, p1.Y - p2.Y, p2.Z - p1.Z);
return Vector3D.CrossProduct(v0, v1);
}
should it not be
Vector3D v1 = new Vector3D(p1.X – p2.X, p1.Y – p2.Y, p1.Z – p2.Z);
instead ?
/Stefan
The following works well