Within Fusion, you might use the word vector with regard to a Move action, in reference to a sweep, pattern, or other straight path that an action will follow, or of. Is there a common technique calculating this?įor example, consider the following drawing. A vector, in the context of representing a value as it might be used in a physics math problem to represent a force, only represents that single value along with its direction. Internal vertices of the 3D Terrain are adjacent to 6 faces each. The magnitude a of vector a is equal to the square root of the sum of the square of each of the vectors components x, y, and z. I have calculated all the normal vectors per face and now I have to combine them in order to keep the normal vectors per vertex, but I can't find an efficient algorithm no matter what I have tried. Example: Find the unit tangent and unit normal vectors, tangential and normal components of the curve x t sint. So I have calculated the faces of the mess asįace 1: (Pi,j, Pi,j+1, Pi+1,j+1) and Face 2:(Pi,j, Pi+1,j, Pi+1,j+1). I load the image with a helper function filling the 1-dimension container as a vector, which has all the vertices in once (3 coordinates by three, in order to use it alongside as vertex array later). Given the vector u (3,1,2), find its length and. I have a TGA image with unsigned bytes (0, 255). udenotes the direction of u and the magnitude of u is given by u. Hi, I am implementing ambient occlusion as a project at university (FFPipeline) and I have a problem with normal calculation. should I make a buffer that holds all plane normal vectors for triangles(this makes, I suppose, 130k triangles), and then call the neighboor triangles for every vertex and get their avarage?ītw: I am using vc++ 2008, and directx 9.0. What should I do? A vertex is used for 6 different triangles. Hi, I am trying to create my own terrain class.So far I've done the heightmap loading function and index/vertexbuffer generation functions,it can draw itself too.But I stuck at calculating the normal vectors.I have searched a little bit and I found 2 approaches.ġ)duplicating the vertex normals(msdn says it)įor the first solution I have no idea how to do it, my vertex struct can only hold one normal vector.įor the second I "imagined" a solution which requires more than 500.000 normal vector calculation for a 256*256 map, I don't think it is the proper way.And this is my first time writing a terrain engine so it seems a lil bit complex here.
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