我正在尝试计算每张脸的法线。
void myFace::computeNormal()
{
myHalfedge* e1 = adjacent_halfedge;
myHalfedge* e2 = e1->prev;
myVertex* v1 = e1->source;
myVertex* v2 = e2->source;
myVertex* v3 = (e1->next)->source;
myPoint3D* p1 = v1->point;
myPoint3D* p2 = v2->point;
myPoint3D* p3 = v3->point;
myVector3D vect1 = *p3-*p1;
myVector3D vect2 = *p2-*p1;
normal = &vect1.crossproduct(vect2);
}
void myMesh::computeNormals()
{
myFace* f = NULL;
for (int i = 0; i < faces.size(); i++)
{
f = faces[i];
f->computeNormal();
}
}
但是当调用f->computeNormal();
时,所有先前的值都被最后计算的值替换。任何人都可以给我一个应该错的建议吗?
编辑(已添加交叉产品)
void myVector3D::crossproduct(myVector3D & v1, myVector3D & v2)
{
dX = v1.dY * v2.dZ - v1.dZ * v2.dY;
dY = v1.dZ * v2.dX - v1.dX * v2.dZ;
dZ = v1.dX * v2.dY - v1.dY * v2.dX;
}
myVector3D myVector3D::crossproduct(myVector3D & v1)
{
myVector3D result;
result.crossproduct(*this, v1);
return result;
}
答案 0 :(得分:2)
罪魁祸首可能是“正常=&amp; vect1.crossproduct(vect2)”。函数调用“crossproduct”的值仅在函数“computeNormal”中是临时的。退出该函数后,该变量将变为无效。所以指针“正常”指向垃圾值。您可以使用“myVector3D normal”而不是“myVector3D * normal”。