用C ++计算面部法线

时间:2014-02-20 06:34:26

标签: c++ opengl

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;
}

1 个答案:

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”。